Joe Kuntner Organizational Effectiveness Practice Area ... · • You are not making a game •...

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ACMP GLOBAL CONFERENCE JW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013 1 LETS PLAY! GAMIFY Y OUR LEARNING EXPERIENCE Joe Kuntner Organizational Effectiveness Practice Area Director Slalom Consulting

Transcript of Joe Kuntner Organizational Effectiveness Practice Area ... · • You are not making a game •...

Page 1: Joe Kuntner Organizational Effectiveness Practice Area ... · • You are not making a game • Know what to gamify and what not to gamify • Games must solve a problem, not be a

ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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LET’S PLAY! GAMIFY YOURLEARNING EXPERIENCE

Joe KuntnerOrganizational Effectiveness

Practice Area DirectorSlalom Consulting

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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LEARNING OBJECTIVES

• This is NOT an instructional design presentation! Discussion topics include:– Why traditional learning no longer works– How to implement change through lean and gamified

learning– How the trend of gamification is affecting the world of

learning today– Understanding of gamified learning design elements– Knowledge of how to gamify learning including defining

the project, baselining your game, and incorporating gamification elements

– Change management leading practices in how to deploy gamified learning within your organization

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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THE SOLUTION

Lean Learning

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• New Learning Roles and Responsibilities

• Leading Practices for Running:• Games• Missions• Programs

• Sustain• Achievements• Collaboration• New Missions• Evaluate/Improve

•••

LEARNING SHOULD BE LEAN

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MOVING THROUGH THE LEAN LEARNINGMATURITY MODEL

• Start with something simple –gamify an experience – topic, learning event, etc.

Play a Game!

• Through game play, connect people to content (based on what they don’t know)

Provide Access• Connect lean learning

outcomes to “experts” – get them connected

Identify and Rate Experts

• Scale up the process

Gamify an Entire Process/Program

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Gaming is a primary Lean Learning method.

We believe Enterprise Learning Systems can be more engaging

and effective by making them fun.

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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What does your average “user” look like when taking training

courses?

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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Click

Click

Click

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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ENTERPRISE LEARNING SYSTEMS

• Fabricated and forced

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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ENTERPRISE LEARNING SYSTEMS

• Fabricated and forced

• Rapidevolution oftechnology

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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WHY GAMES?

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GAMIFIED LEARNING

• You want employees engaged and connecting emotionally to what they are doing

• Natural marriage of game mechanics with learning material:– Competition and

collaboration– Engagement– Intrinsic and extrinsic

reward– Overcoming failure– Mastery

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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Job Aids

HOW WE LEARN

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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Game Dynamic

Baby Boomers Generation X Generation Y

Adoption Confident of self, not authority

Low level of trust in authority

Trust authority, distrust individuals

Reward “Corner Office” Status

Freedom Meaningful Work

Feedback Structured Course-CorrectOnly

Immediate

Failure “LearningExperience”

Not Allowed Expected

Goal “What does it mean?”

“Does it work?” “How do we build it?”

Gaming Style Traditional Tactical Risky, but Persistent

GENERATIONAL FILTERS

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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GAMIFIED LEARNING: THE RULES

• You are not making a game• Know what to gamify and what not to gamify• Games must solve a problem, not be a

distraction• Gamified learning is a process, not a project• You should not have to bribe people to play• Players are not initially loyal or engaged• Know your players and why they would care• “Gamification” as a term is soon to be

outdated. Soon (now!) it will just be good design

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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HOW TO APPLY GAMIFIED LEARNING

• View your learners as players• When to gamify• Include traditional and non-

traditional methods– Questing– Fictional Narrative – “Choose

Your Own Adventure”– 20-Sec Vids

• Personal growth path• Succession planning

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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GAMIFIED LEARNING DEVELOPMENTPHASES

Define the Project

Baseline the Game

Define Game Play

Define Game Elements

Design Levels

LET’S PLAY!

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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Define the Project

Baseline the Game

Define Game Play

Define Game Elements

Design Levels

“What are you trying to solve, and for whom?”• Define business

objectives• Define learning

objectives• Identify key

stakeholders required

GAMIFIED LEARNING DEVELOPMENTPHASES

LET’S PLAY!

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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Define the Project

Baseline the Game

Define Game Play

Define Game Elements

Design Levels

“What is part of the game?”“Who will be playing?”• Areas to gamify or not to

gamify• Key performance

indicators (KPIs) and measuring success

• Player stories

GAMIFIED LEARNING DEVELOPMENTPHASES

LET’S PLAY!

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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Define the Project

Baseline the Game

Define Game Play

Define Game Elements

Design Levels

“How is the game played and how do I win?”• Onboarding to the game• Levels of mastery• Level descriptions• Win conditions

GAMIFIED LEARNING DEVELOPMENTPHASES

LET’S PLAY!

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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Define the Project

Baseline the Game

Define Game Play

Define Game Elements

Design Levels

GAMIFIED LEARNING DEVELOPMENTPHASES

LET’S PLAY!

“How do I know how I’m doing?”• Point systems• Leaderboards• Rewards, prizes and

incentives• Social reinforcement• Technical requirements

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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Define the Project

Baseline the Game

Define Game Play

Define Game Elements

Design Levels

GAMIFIED LEARNING DEVELOPMENTPHASES

LET’S PLAY!

“How do you keep them playing?”• Level descriptions• Actions, duration

and novelty

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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CHANGE MANAGEMENT ANDIMPLEMENTATION CONSIDERATIONS

• Communication – formal vs. informal –measuring communications effectiveness

• Pilot vs. full launch• Business case considerations• Refine KPIs

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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PROOF THIS WORKS…

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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PILOT DESCRIPTION

• Financial services organization – mortgage training for call centers• Two trials• Training and gaming time was scheduled

• Group 1– Took an in-class assessment online– Had a post-class reading assignment– Took a post-assignment assessment online

• Group 2– Played short game in class instead of an in-class assessment online– Had post-class reading assignment– Were broken in to teams of 5 to compete with each other in a game to test

knowledge on post-class reading assignment

• Trial 2 had no training at all - just a pre-assessment and a game

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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SCORES

Group 1 Group 2 Group 3 Group 4

Pre-Assessment 80 72 68 55

In- Class Assessment or Game

84 88 81* 72*

30-Day Retention Class Material

89 82

Post-Assignment Assessment or Game

72 83

30-Day Retention Post-Class Assignment

77 72

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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REVIEW AND CLOSING

• We covered:– Why traditional learning no longer works– How to implement change through lean and gamified

learning– How the trend of gamification is affecting the world of

learning today– Understanding of gamified learning design elements– Knowledge of how to gamify learning including defining

the project, baselining your game, and incorporating gamification elements

– Change management leading practices in how to deploy gamified learning within your organization

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ACMP GLOBAL CONFERENCEJW MARRIOTT LIVE LOS ANGELES, CALIFORNIA, USA APRIL 14-17, 2013

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QUESTIONS