The document discusses using gamification to improve time management training. It describes how games can be used to give learners practice in precise time management behaviors. Specific examples are provided, such as video-taped feedback exercises and time management "belt level" games. The document advocates throwing learners into games as quickly as possible to start practicing failures and receiving feedback. The goal of gamification is to transform training into an engaging and irresistible experience for learners.
Transforming Time Management Learning with Gamification
1. Transforming Time
Management Learning with
Gamification
Francis Wade
HRMATT’s 9th Biennial Conference
Hilton Trinidad & Conference Center
May 13, 2012
20. 1. Avoiding “bad” games
2. Using class time as practice time
3. Crafting games using solid design principles
HRMATT’s 9th Biennial Conference – May 13th & 14th, 2013
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23. 1. Avoiding “bad” games
HRMATT’s 9th Biennial Conference – May 13th & 14th, 2013
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24. Fun for its own sake
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1.7
billion
25. Engagement for its own sake
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26. Recall for its own sake
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27. 1. Avoiding “bad” games
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28. Good game / bad game quiz
Which of these games are good or bad?
Dominoes / Cards
Monopoly
Cricket
Role Playing
Facebook
Slots
Microsoft Flight Simulator
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29. 2. Using Class Time as Practice Time
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31. NewHabits-NewGoals31
CurrentResearch:Information
Between 1950 and 2000 human knowledge doubled
Scientific information doubles every 5 years
The Sunday New York Times contains the same amount
of information as someone living in 1750 saw in a
lifetime
Internet traffic doubles every 100 days
In 2008, people consumed 3 times as much
information as they did in 1960
You process more information in a day than your
grandparents did in a month
35. Old Time Management Training
“Follow a detailed
prescription”
HRMATT’s 9th Biennial Conference – May 13th & 14th, 2013
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36. A class for learning how to upgrade
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37. Time Management Training
HRMATT’s 9th Biennial Conference – May 13th & 14th, 2013
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Information
describing a
prescription
Practice
upgrade skills
Practice habit
changing skills
39. Quiz–whichbehavioursareobservable?
Combing your hair
Arguing with your employee
Considering your next move
Describing a problem
Solving an issue
Mediating a dispute
Assigning an action item
Clean your office / room
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42. 3. Crafting games using the principles
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43. Video-taped feedback
1. While being observed by a group ready to give
feedback, attempt to resolve a difficult issue
with an actor while being video-taped.
2. During the feedback, replay the tape and use
the advice to try different suggestions.
3. Come to consensus as a group on the observed
techniques that work best.
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44. NewHabits - Improvement Game
1. Figure out your current belt-level in time
management using a world-class diagnosis.
2. Determine the gaps and your new target belt.
3. Change your habits and earn a new belt.
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46. Bob’s Capturing
Practice in “Capturing” one of the time
management fundamentals
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47. Short-Term Game – Brenda
Practice in “Emptying” and “Scheduling” – 2
time management fundamentals
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48. Tools Required
US$100 program, pictures $20, hosting $5, 1 week
of full time effort
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50. Summary – Precision
Games can be used to give learners practice in
precise behaviours
With immediate feedback, training can be
transformed into an engaging experience
Throw learners into games as quickly as possible
and use their failures as a starting point
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52. Play the games online
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Minnie Mouse minnie@disney.com
John Smith-Ramlogan john@tstt.net
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Notes de l'éditeur
Title: ……Transforming Time Management Learning with Gamification Date and Time: …………To be decided/assigned……………………………………... Abstract: (200 words) Time management training has traditionally been avoided by most professionals: it’s consisted of an expert doling out long lists of the “perfect” behaviours to follow. Furthermore, those who do attend are known to fail after only a few days, reverting to old behaviours, and familiar results. Time Management 2.0 calls for replacing the old one-size-fits-all model entirely; instead, the goal is to teach learners how to effect an upgrade to their time management system on their own, whenever the need arises. The best way to impart these skills is not to teach theory, but to coach learners through their first conscious upgrade during the class using new tools. In this context, immersing learners in a number of in-class training games is an effective way to engage them immediately, while opening them up to new advice. Attendees to this session will learn: - how to analyze learner needs so that nothing is ignored - how to translate needs into games that make a substantial difference - how to learn to use technology to create games At the end, this session will help you go back to the office and design your own learner-centred games.
Imagine if your training were so compelling that you’d have to tear your learners away from it, chase them home, and they’d abandon the best video game they ever played to be a part of it?