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5 Trends in Gamification of Corporate Learning for 2014
Some Housekeeping Details
Follow the conversation on Twitter:
#gamifiedlearning

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The Polling function
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
Introducing Karl Kapp
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
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
Gamification is using gamebased mechanics,
aesthetics and game
thinking to engage people,
motivate action, promote
learning and solve problems.
Gamification uses
elements of the
game, but is not
the game in-and-of
itself.
Gamification Elements that Aid
Learning

1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.

Story
Challenge
Mystery
Characters/Avatar
Challenge
Levels
Feedback
Replayability
Freedom to Fail
Aesthetics
Time
Reward Structures
Introducing 5 Gamification of Learning
Trends to Look for in 2014.
Gamification becoming integrated in
the larger learning strategy.
Gamification was Originally a Bolt-On

+
In 2014, we can
expect to see
gamification more
integrated into the
overall learning
strategy.
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
Integration of gamification into more
delivery methods.
Gamification integrated into the classroom experience.
Gamification integrated into the virtual classroom experience.
Gamification integrated into the mobile learning experience.
Gamification to gain more traction
internationally.
Beyond North America and the UK into all other areas of the
globe, including heavy attention in AsiaPac and Mexico.
$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.
Gamification to expand into other
application areas within the
corporation.
Gamification has long been used in the sales role.
Expand to Other Applications

o Leadership development
o Safety & compliance
o R&D
o Accounting
o Retail associates
o Onboarding

…and more
The rise of simple, short gaming with
learning embedded.
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
Example of Simple, Short Game with
Learning Embedded
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
Summary

So, what do these 5 trends mean for you
at your company?
Gamification in Action
Carol Leaman, President & CEO
Leading with Gamification
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
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
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
A Learning Experience In Minutes Per Day
Axonify In Action
Axonify In Action
Axonify In Action
Axonify In Action
Axonify In Action
Axonify In Action
Axonify In Action
Axonify In Action
Axonify In Action
Axonify In Action
Axonify In Action
Axonify In Action
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.
&

Questions & Answers

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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.
  • 8. Gamification uses elements of the game, but is not the game in-and-of itself.
  • 9. Gamification Elements that Aid Learning 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Story Challenge Mystery Characters/Avatar Challenge Levels Feedback Replayability Freedom to Fail Aesthetics Time Reward Structures
  • 10. Introducing 5 Gamification of Learning Trends to Look for in 2014.
  • 11. Gamification becoming integrated in the larger learning strategy.
  • 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
  • 15. Integration of gamification into more delivery methods.
  • 16. Gamification integrated into the classroom experience.
  • 17. Gamification integrated into the virtual classroom experience.
  • 18. Gamification integrated into the mobile learning experience.
  • 19. Gamification to gain more traction internationally.
  • 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.
  • 22. Gamification to expand into other application areas within the corporation.
  • 23. Gamification has long been used in the sales role.
  • 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
  • 27. Example of Simple, Short Game with Learning Embedded
  • 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
  • 29. Summary So, what do these 5 trends mean for you at your company?
  • 30. Gamification in Action Carol Leaman, President & CEO
  • 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
  • 35. A Learning Experience In Minutes Per Day
  • 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.