Join us as we host renowned gamification author, professor and speaker, Dr. Karl Kapp on a webinar to explore some trends in the gamification of learning for 2014. Dr. Kapp has been a guest with us before and is a truly engaging speaker. This time around he will also be sharing some insights from his latest book: The Gamification of Learning and Instruction Fieldbook.
To view the recording, register here:
http://www.axonify.com/gamificationtrends
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Five Trends in the Gamification of Corporate Learning for 2014
1. 5 Trends in Gamification of Corporate Learning for 2014
2. Some Housekeeping Details
Follow the conversation on Twitter:
#gamifiedlearning
The event is
being recorded
Use the Q&A
window
The Polling function
3. The Focus of Today
o What is Gamification?
o 5 Gamification of Learning
Trends
o 3 Examples of Gamification
in Action
o Q&A
Karl Kapp
AUTHOR & PROFESSOR OF
INSTRUCTIONAL TECHNOLOGY
BLOOMSBURG UNIVERSITY
Carol Leaman
CHIEF EXECUTIVE OFFICER
AXONIFY
5. What is this “game stuff”?
The use of gaming
elements integrated into
a training program
aligned with corporate
goals to promote
change in behavior.
Gamification
The use of a game to
teach knowledge, skills
& abilities to learners
using a self-contained
space.
Game-based
Learning
A realistic, controlledrisk environment where
learners can practice
specific behaviors &
experience impacts of
their decisions.
Simulation
Learning
6. Poll Question #1
Where do you currently stand with regards to gamification?
A. Still trying to get my arms around what gamification is
B. Trying to understand if gamification is a good fit at my organization
C. In the process of figuring out how to implement gamification
D. Have implemented gamification
E. Just doing research
7. Gamification is using gamebased mechanics,
aesthetics and game
thinking to engage people,
motivate action, promote
learning and solve problems.
13. In 2014, we can
expect to see
gamification more
integrated into the
overall learning
strategy.
14. Poll Question #2
Where do you think gamification can be used at your organization?
A. The Classroom
B. The Virtual Classroom (Desktops)
C. Mobile Devices
D. All of the Above
20. Beyond North America and the UK into all other areas of the
globe, including heavy attention in AsiaPac and Mexico.
21. $5.502 Billion
*Compound
Annual Growth
Rate (CAGR) =
67.1%
$421.2 Million
2013
2018
*As reported by PRWeb
Beyond North America and the UK into all other areas of the
globe, including heavy attention in AsiaPac and Mexico.
24. Expand to Other Applications
o Leadership development
o Safety & compliance
o R&D
o Accounting
o Retail associates
o Onboarding
…and more
25. The rise of simple, short gaming with
learning embedded.
26. V
ELEV
Research Supports its Effectiveness
Spaced Repetition
Retrieval Practices
Also known as interval
reinforcement.
The questioning format.
Confidence-Based
Assessment
Contributes to long term
retention.
Simple, short gaming with learning embedded is a proven, low
risk way to incorporate gamification in corporate learning
strategy.
TOR
28. Poll Question #3
Which trend are you most interested in?
A. Gamification being integrated into the larger learning strategy
B. More delivery methods for gamification
C. Gamification gaining international traction
D. Gamification expanding into different functions inside the organization
E. The rise of short simple gaming
32. Pep Boys
Loss Prevention
Health & Safety
60%
95%
Increase In Integrity Hotline
Voluntary Participation
55%
40%
Inventory Shrink Reduction
Fewer Incidents
Engaged
Employees
“The most surprising
benefit of Axonify is
how well it was
received and
continues to be
received by our
employees.”
- Store Manager
“Within minutes, I’m able to get what’s in my head into the heads and actions of our
19,000+ employees. With Axonify, the entire organization is in sync.”
Bryan Hoppe, SVP of Operations, Pep Boys
33. V
Ethicon
Participation
95%
Voluntary Participation
82%
Prefer Axonify Learning Method
ELEV
TOR
Increased Sales
>50%
Increased Confidence &
Product Knowledge
Informed Employees
Ethicon sales reps
are more confident
in their product
knowledge and as a
result sell more..
“We leverage Axonify to drive our company’s current strategy by keeping the sales force
engaged with the most critical products on a daily basis.”
John Knoble, Worldwide Director of Learning, Ethicon, a J&J Company
34. V
ELEV
Knowledge Lifts
TOR
Business Impact
40%
66%
Knowledge Improvements
Reduction In Errors
Happier Employees
“”It’s an easy system to
use and a lot of fun.
Last night I went home
and looked through the
materials so that I was
prepared.”.
“For the first time ever, our employees are talking about procedures and processes in a manner that is
casual, natural and organic.”
Mike Keeler, VP of Operations, Capital BlueCross
Source: Oct. 31/13 Press Release
48. The Axonify Learning Model
Brain Science
Gamification
The latest in
behavioral
psychology and
retrieval based
practices.
Short and fun,
easy to play
games, social
leaderboards and
rewards.
Embedded
Personalization
Proprietary
knowledge
personalization
algorithm.
Axonify User Console
Training in shortbursts anytime on
any device.