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Imagine ….

… that many people can virtually
learn, experience and engage with a
tool that is:
• highly flexible
• emotionally motivating
• „sticky“ & makes people retain …
• reduces the „resistance of change“
• is fun and highly effective in
 enabling users not only obtain
 but also retain knowledge easily
making users understand &
 embrace methods & processes
 influencing behavior and thinking
 boosting communication and a
 common understanding                                                    Adventure-based Learning™
 2010                              Core-Competence GmbH Copyright 2010
The challenge of forgetting
Traditional training often is forgotten latest after 90 days
                                  Competence Development with Adventure-
                                            based Learning™



Traditional
Knowledge
  Curve
                                                     Lost Investment

              87%



                                                       Traditional training
    Training-Day               Day 30

  2010                           Core-Competence GmbH Copyright 2010
What does not work!

“broad spread”        force                               stress




forced to do
at certain time                                              overload
                  boring
 2010               Core-Competence GmbH Copyright 2010
What works: Stimulating the „Improvement Zone“
 Average usage and finishing rate of voluntary Core Competence Adventures  between 60-80%



Type of person                     Percentage
Champions                                   2%
                                                         40%
Innovators / "want to improve"             13%
Ready to improve - need stimulus           35%           30%

Somewhat ready - need strong                             20%
stimulus                                     35%
Hardly ready, if at all ready                13%         10%

Almost ZERO chance to improve                 2%          0%




 The large potential (70%) to improve competency and skills
 lies in the „middle“ with the ones that need more or less
 positive stimulus to engage in the learning = IMPROVEMENT ZONE
  2010                                Core-Competence GmbH Copyright 2010
                                                                                             4
„What is in it
                                                                      for me?“
The Consequence (participants perspective)
 Need to find a way that people
       • are ABLE to….
       • are WILLING to…
       • WILL DO ….
 Therefore a solution must motivate and stick, by addressing:
       • The Limbic System, whose instructions drive human
         behavior:
           • Keeping (Security)
           • Dominance (Power)
           • Stimulance (Pleasure / fun)
       • The long term memory – by:
           • rehearsal (also „failure“)
           • meaningful association
           • personal relevance (stimulus)
2010                          Core-Competence GmbH Copyright 2010
high
 Challenge




low
             low                           Ability       high
  2010             Core-Competence GmbH Copyright 2010
Example of a story-flow of a sales Adventure – modular design


                      Implementation of processes and
       high           methodologies




                                                                                mindset (i.e. in sales and service)
                                                                                Solidify a customer-centric
         Challenges




                      Communication skills
                      (i.e. in sales & service)


                                                        product
                                                        of their service or
                                                        transform benefits
                                                        Understand and
                      Emotions
                                           Engagement




       low

                       low                                     Capabilites                 high
2010                                      Core-Competence GmbH Copyright 2010
Adventure-based Learning™
              „It`s not a game“




2010           Core-Competence GmbH Copyright 2010
Elements of Adventure-based Learning™
                  Master interesting challenges by:
         exploring – experiencing – evaluating  performance
                      Success through emotion!



          Virtual                                             Interactive
         Role-Plays                                           Coachings

                                  Increased
                                 Competence




         Motivating                                            Context-
        Competence                                             Sensitive
          Codes                                               Documents




2010                    Core-Competence GmbH Copyright 2010
Areas where to apply Adventure-based Learning™
 Establish and solidify strategies (Sales, Service, Operations and more)
 Sell and service new products & services
 Optimize service and processes (installation, communication)
 Culture change and behavioral change – also change in mindset
 Establish a common vision and mission statement
 Implementing processes, optimizing work-flow
 Improve inter-departmental understanding and communication
 HR management – i.e. performance reviews
 Certifications and motivational initiatives




 2010                             Core-Competence GmbH Copyright 2010
Qualitative benefits
Emotionally engage employees and partners quickly & effectively
Establish and retain a common understanding of the same values
Establish a solid level of competence to understand and communicate with the customer
Ensure that participants fully understand the benefits from a customers point of view
Establish a platform for participants to actively explore new solutions and processes
Establish and ensure that best practices and processes are fully anchored and used

Quantitative benefits
 Saving time and reducing cost (in comparison to instructor lead training)
 Saving the cost of „out of office‟ time (in comparison to classroom training)
 More efficient use of time „in-between“ tasks or personal time (if user „play“ after work hours)
 Higher effectiveness and retention of the content and goal achievements
 Overall savings in classroom training for front-line people and partners
 Increase revenue through a widely spread and common method of up- and cross-selling


 2010                                    Core-Competence GmbH Copyright 2010
Reference statements about revenue increase using
                  Adventure-based Learning™
                  „With the „Open Breadth‟- Initiative we achieved strongtgrowth in the last year.
                  Adventure-based Learning™ developed and delivered by Core-Competence has delivered a
                  significant portion of that success. The method is innovative and exiting
                  The feedback from our partners was actually more than exciting, which lead us to order more
                  Adventures from Core-Competence.

                   Robert Helgerth
                   Member of the Executive Board, Director Mid-market Microsoft Deutschland GmbH


                  „With our Sales Adventure Program we implemented a new and innovative method, which
                  enabled our Partners on a European Module to gain the needed product knowledge and
                  moreover improve their selling skills through the interactive scenarios in the Adventure.“
                   Günther Junk,
                  former VP EMEA Operations, today CEO and Chairman of the board of Swyx




2010                         Core-Competence GmbH Copyright 2010
Contacts


              Christian Steinkampf
                 VP Productions
       csteinkampf@core-competence.com



            Core-Competence GmbH
            Freisinger Landstrasse 74
                D- 80939 München
           www.core-competence.com




2010       Core-Competence GmbH Copyright 2010

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Adventure Based Learning 2010 Short Presentation

  • 1. Imagine …. … that many people can virtually learn, experience and engage with a tool that is: • highly flexible • emotionally motivating • „sticky“ & makes people retain … • reduces the „resistance of change“ • is fun and highly effective in  enabling users not only obtain but also retain knowledge easily making users understand & embrace methods & processes  influencing behavior and thinking  boosting communication and a common understanding Adventure-based Learning™ 2010 Core-Competence GmbH Copyright 2010
  • 2. The challenge of forgetting Traditional training often is forgotten latest after 90 days Competence Development with Adventure- based Learning™ Traditional Knowledge Curve Lost Investment 87% Traditional training Training-Day Day 30 2010 Core-Competence GmbH Copyright 2010
  • 3. What does not work! “broad spread” force stress forced to do at certain time overload boring 2010 Core-Competence GmbH Copyright 2010
  • 4. What works: Stimulating the „Improvement Zone“ Average usage and finishing rate of voluntary Core Competence Adventures  between 60-80% Type of person Percentage Champions 2% 40% Innovators / "want to improve" 13% Ready to improve - need stimulus 35% 30% Somewhat ready - need strong 20% stimulus 35% Hardly ready, if at all ready 13% 10% Almost ZERO chance to improve 2% 0% The large potential (70%) to improve competency and skills lies in the „middle“ with the ones that need more or less positive stimulus to engage in the learning = IMPROVEMENT ZONE 2010 Core-Competence GmbH Copyright 2010 4
  • 5. „What is in it for me?“ The Consequence (participants perspective)  Need to find a way that people • are ABLE to…. • are WILLING to… • WILL DO ….  Therefore a solution must motivate and stick, by addressing: • The Limbic System, whose instructions drive human behavior: • Keeping (Security) • Dominance (Power) • Stimulance (Pleasure / fun) • The long term memory – by: • rehearsal (also „failure“) • meaningful association • personal relevance (stimulus) 2010 Core-Competence GmbH Copyright 2010
  • 6. high Challenge low low Ability high 2010 Core-Competence GmbH Copyright 2010
  • 7. Example of a story-flow of a sales Adventure – modular design Implementation of processes and high methodologies mindset (i.e. in sales and service) Solidify a customer-centric Challenges Communication skills (i.e. in sales & service) product of their service or transform benefits Understand and Emotions Engagement low low Capabilites high 2010 Core-Competence GmbH Copyright 2010
  • 8. Adventure-based Learning™ „It`s not a game“ 2010 Core-Competence GmbH Copyright 2010
  • 9. Elements of Adventure-based Learning™ Master interesting challenges by: exploring – experiencing – evaluating  performance Success through emotion! Virtual Interactive Role-Plays Coachings Increased Competence Motivating Context- Competence Sensitive Codes Documents 2010 Core-Competence GmbH Copyright 2010
  • 10. Areas where to apply Adventure-based Learning™  Establish and solidify strategies (Sales, Service, Operations and more)  Sell and service new products & services  Optimize service and processes (installation, communication)  Culture change and behavioral change – also change in mindset  Establish a common vision and mission statement  Implementing processes, optimizing work-flow  Improve inter-departmental understanding and communication  HR management – i.e. performance reviews  Certifications and motivational initiatives 2010 Core-Competence GmbH Copyright 2010
  • 11. Qualitative benefits Emotionally engage employees and partners quickly & effectively Establish and retain a common understanding of the same values Establish a solid level of competence to understand and communicate with the customer Ensure that participants fully understand the benefits from a customers point of view Establish a platform for participants to actively explore new solutions and processes Establish and ensure that best practices and processes are fully anchored and used Quantitative benefits  Saving time and reducing cost (in comparison to instructor lead training)  Saving the cost of „out of office‟ time (in comparison to classroom training)  More efficient use of time „in-between“ tasks or personal time (if user „play“ after work hours)  Higher effectiveness and retention of the content and goal achievements  Overall savings in classroom training for front-line people and partners  Increase revenue through a widely spread and common method of up- and cross-selling 2010 Core-Competence GmbH Copyright 2010
  • 12. Reference statements about revenue increase using Adventure-based Learning™ „With the „Open Breadth‟- Initiative we achieved strongtgrowth in the last year. Adventure-based Learning™ developed and delivered by Core-Competence has delivered a significant portion of that success. The method is innovative and exiting The feedback from our partners was actually more than exciting, which lead us to order more Adventures from Core-Competence. Robert Helgerth Member of the Executive Board, Director Mid-market Microsoft Deutschland GmbH „With our Sales Adventure Program we implemented a new and innovative method, which enabled our Partners on a European Module to gain the needed product knowledge and moreover improve their selling skills through the interactive scenarios in the Adventure.“ Günther Junk, former VP EMEA Operations, today CEO and Chairman of the board of Swyx 2010 Core-Competence GmbH Copyright 2010
  • 13. Contacts Christian Steinkampf VP Productions csteinkampf@core-competence.com Core-Competence GmbH Freisinger Landstrasse 74 D- 80939 München www.core-competence.com 2010 Core-Competence GmbH Copyright 2010