SlideShare une entreprise Scribd logo
1  sur  25
Télécharger pour lire hors ligne
AGENDA
1
• What is Gamification and Does it Work?
• What is Digital Transformation?
• How do Gamification and Digital Transformation Work Together?
WHAT IS GAMIFICATION
2
“Gamification is using game-based mechanics,
aesthetics and game thinking to engage people,
motivate action, promote learning and solve
problems.”
--Karl M. Kapp, Ed.D. “The Gamification of Learning and Instruction.”
GAMIFICATION IS NOT
3
› Playing games at work.
› Trying to make work “fun” (might be a by-product).
› Trivializing a work product, process or outcome.
› Perfect for every situation.
› Only focused on game mechanics.
Here are the top 5 most motivating gamification
Elements:
• Rewards
• Badges
• Points
• Leaderboards
• Levels
TalentLMS Gamification Survey https://www.talentlms.com/blog/gamification-survey-results/
Implementing a transparent badge system that allows peers
to challenge themselves as well as awarding badges for
helping and collaborating with others can help to foster
motivation.
Yildirim, I. (2017). The effects of gamification-based teaching practices on student achievement and students’ attitudes toward lessons.
The Internet and Higher Education, 33, 86–92. https://doi.org/10.1016/j.iheduc.2017.02.002.
Allowing learners to engage in both competitive and
collaborative interaction can be beneficial: Letting learners
work together in teams, while competing with other teams,
can improve learners’ quality of performance and skills.
Sailer, M., Hense, J., Mandl, H., & Klevers, M. (2017b). Fostering development of work competencies. In M. Mulder (Ed.), Competence-based
vocational and professional education – bridging the world of work and education (pp. 795–818). Cham: Springer.
https://doi.org/10.1007/978-3-319-41713-4_37.
WHAT IS DIGITAL TRANSORMATION?
Digital transformation marks a radical rethinking of
how an organization uses technology, people and
processes to fundamentally change it’s performance.
--George Westerman, MIT principal research scientist and author of Leading
Digital: Turning Technology Into Business Transformation.
BENEFITS OF DIGITAL TRANSORMATION
8
• Greater Resource Management
• Time Savings
• Money Savings
• Fewer Delays in Processes
• Better Student Experience
• More Satisfied Students
• Able to Interact from “Anywhere” and “Anytime”
• Streamlined Services
• Encourages a Digital Culture
• Reduces “Paperwork” Friction
Follows the USA Principle:
Implementing Digital Transformation
9
USA Principle
Understand
Simplify
Automate
UNDERSTAND
10
What is the ultimate purpose of the process?
Prevention of Mistakes
Verification of Information
Approval
What is the typical outcome of process?
How does the process help the university?
Faculty
Students

SIMPLIFY
11
What can be eliminated?
Redundancy
Duplicate Permissions
Can time be reduced in the process?
What is the simplest method of achieving our results?

AUTOMATE
12
Easy interface and functionality
Look and Feel
Intuitive Functionality
Robust Backend/Dashboard Functionality
Easy to Maintain and Update

Challenges of Applying
DIGITAL TRANSORMATION and GAMIFICTION?
“When a snake sheds its skin it changes; when a
caterpillar becomes a butterfly, it transforms.”
--Unknown author at Business Transformation Academy.
CHALLENGES
14
Misunderstanding of Gamification
Lack of Overall Strategy
Lack of Expertise in Digitization and Gamification
Overcomplicating the Initiative 
CHALLENGES RETURNING TO CAMPUS
15
Uncertainty at Multiple Levels
Lack of Motivation to Change in These Times
Fear and Anxiety of Future
Uncertain Polices and Procedures 
16
Creating a:
DX Roadmap in Coming Months after COVID
“It is not the strongest of the species that survives, nor
the most intelligent that survives. It is the one that is
the most adaptable to change.”
--Charles Darwin, English Naturalist, Geologist, Author
BENEFITS OF GAMIFICATION
17
Motivation:
Autonomy
Mastery
Connectedness
Referred to as the Self-Determination Theory of Motivation
AUTONOMY
18
The feeling of a person has that they are in control and can
determine the outcome of their own actions.
The capacity to make an informed, un-coerced decision.
Control over your own destiny.
MASTERY
19
Creating a mastery orientation (comparing yourself to
yourself)
Focuses employees on improving their own proficiency
More readily accept errors and seek challenging tasks
Higher self-efficacy
Perform better on complex tasks
Winters, D., & Latham, G.P. (1996) The effect of learning versus outcome goals on
A simple versus a complex task. Group and Organization Management, 21(2), 236-250.
RELATENESS
20
Individuals’ inherent propensity to feel connected to others
Connected to others in the moment
Connect to others who have had some experience previously or will in
the future. (i.e. leaving messages, leaderboards, milestones)
Satisfied when people experience a sense of communion
and develop close relationship with others
Can be achieved by accomplishing an assigned task or by
receiving social support from others
Van den Broeck, A., Vansteenkiste, M., De Witte, H., Soenens, B. & Lens, W. (2010) Cap
Capturing autonomy, competence and relatedness at work: Construction and initial validation of the Work-related Basic
Need Satisfaction Scale. Journal of Occupational and Organizational Psychology (2010), 83, 981–1002
Implementing GAMIFICATION TECHNIQUES
“Tell me and I forget, teach me and I may remember,
involve me and I will learn.” --Benjamin Franklin
USE CASES FOR GAMIFICATION
22
Impactful across the organization:
Registration
HR
Diversity and Inclusion
Bursar's Office
Leadership/Deans
Administrative Assistants
. . .
23
Transparency:
Visibility into performance
Knowledge of how you are doing compared to others
Clear indication of what actions, behavior are of value to the
university/college
Adding a Bit of “Levity” to Serious Actions
USE CASES FOR GAMIFICATION
USE CASES FOR GAMIFICATION
Uses across the organization:
Initial Training
Sustained Motivation
Further Learner Engagement
CONCLUSION SLIDE
Implementing Gamification:
Be purposeful about goals
Consider basic human motivators (SDT)
Digital Transformation is a means not an end
Understand, Simplify and THEN Automate

Contenu connexe

Tendances

Implementation strategies lp
Implementation strategies lpImplementation strategies lp
Implementation strategies lp
Christian Smith
 

Tendances (20)

Implementation strategies lp
Implementation strategies lpImplementation strategies lp
Implementation strategies lp
 
Intentional Project Leadership - Franklin Holtforester - Soirée corporative d...
Intentional Project Leadership - Franklin Holtforester - Soirée corporative d...Intentional Project Leadership - Franklin Holtforester - Soirée corporative d...
Intentional Project Leadership - Franklin Holtforester - Soirée corporative d...
 
How to Make Your Organization a Problem Solving Machine With Toyota's 8 step ...
How to Make Your Organization a Problem Solving Machine With Toyota's 8 step ...How to Make Your Organization a Problem Solving Machine With Toyota's 8 step ...
How to Make Your Organization a Problem Solving Machine With Toyota's 8 step ...
 
Great Webinars
Great WebinarsGreat Webinars
Great Webinars
 
PS 130 Rev D Problem Solving
PS 130 Rev D Problem SolvingPS 130 Rev D Problem Solving
PS 130 Rev D Problem Solving
 
Retrospective Anti-Patterns by Aino Corry at #AgileIndia2019
Retrospective Anti-Patterns by Aino Corry at #AgileIndia2019Retrospective Anti-Patterns by Aino Corry at #AgileIndia2019
Retrospective Anti-Patterns by Aino Corry at #AgileIndia2019
 
Top 5 Skills for Project Managers
Top 5 Skills for Project ManagersTop 5 Skills for Project Managers
Top 5 Skills for Project Managers
 
Visual project planning-en
Visual project planning-enVisual project planning-en
Visual project planning-en
 
The Neuroscience of Learning Design
The Neuroscience of Learning DesignThe Neuroscience of Learning Design
The Neuroscience of Learning Design
 
Building a Better Way, Every Day: The Value of Small Improvements
Building a Better Way, Every Day: The Value of Small ImprovementsBuilding a Better Way, Every Day: The Value of Small Improvements
Building a Better Way, Every Day: The Value of Small Improvements
 
How to Use A3 Thinking in Everyday Life
How to Use A3 Thinking in Everyday LifeHow to Use A3 Thinking in Everyday Life
How to Use A3 Thinking in Everyday Life
 
ASTD 2012 ICE: Great Webinars
ASTD 2012 ICE: Great WebinarsASTD 2012 ICE: Great Webinars
ASTD 2012 ICE: Great Webinars
 
Putting Strategy Back in Strategy Deployment
Putting Strategy Back in Strategy DeploymentPutting Strategy Back in Strategy Deployment
Putting Strategy Back in Strategy Deployment
 
Design lean agile_thinking presentation
Design lean agile_thinking presentationDesign lean agile_thinking presentation
Design lean agile_thinking presentation
 
Implementing 70:20:10 - A demonstration of a Proven Support Solution: Toolkit...
Implementing 70:20:10 - A demonstration of a Proven Support Solution: Toolkit...Implementing 70:20:10 - A demonstration of a Proven Support Solution: Toolkit...
Implementing 70:20:10 - A demonstration of a Proven Support Solution: Toolkit...
 
Great Webinars (Pfeiffer)
Great Webinars (Pfeiffer)Great Webinars (Pfeiffer)
Great Webinars (Pfeiffer)
 
Overcoming The 7 Choke Points Of Strategy Implementation - Create The Conditi...
Overcoming The 7 Choke Points Of Strategy Implementation - Create The Conditi...Overcoming The 7 Choke Points Of Strategy Implementation - Create The Conditi...
Overcoming The 7 Choke Points Of Strategy Implementation - Create The Conditi...
 
Great Webinars (ASTD PS)
Great Webinars (ASTD PS)Great Webinars (ASTD PS)
Great Webinars (ASTD PS)
 
Game Thinking In Project Management
Game Thinking In Project ManagementGame Thinking In Project Management
Game Thinking In Project Management
 
Oscar model
Oscar modelOscar model
Oscar model
 

Similaire à How to Use Gamification to Launch Digital Transformation in Higher Education

Need-driven-design-Bulut V2
Need-driven-design-Bulut V2Need-driven-design-Bulut V2
Need-driven-design-Bulut V2
Bulut Nesim
 
EO New Jersey Oct 2014
EO New Jersey Oct 2014 EO New Jersey Oct 2014
EO New Jersey Oct 2014
RESULTS.com
 
Cornell - Thirty Years of Experiential Learning
Cornell - Thirty Years of Experiential LearningCornell - Thirty Years of Experiential Learning
Cornell - Thirty Years of Experiential Learning
Walt Beadling
 
7.1 Mapping Your Processes to Deliver an Exceptional Student Experience
7.1 Mapping Your Processes to Deliver an Exceptional Student Experience7.1 Mapping Your Processes to Deliver an Exceptional Student Experience
7.1 Mapping Your Processes to Deliver an Exceptional Student Experience
TargetX
 

Similaire à How to Use Gamification to Launch Digital Transformation in Higher Education (20)

Driving Digital Change
Driving Digital ChangeDriving Digital Change
Driving Digital Change
 
Vl Leadership Series Mkt
Vl Leadership Series MktVl Leadership Series Mkt
Vl Leadership Series Mkt
 
Need-driven-design-Bulut V2
Need-driven-design-Bulut V2Need-driven-design-Bulut V2
Need-driven-design-Bulut V2
 
Social Learning Snapshot Survey: The Performance Hub
Social Learning Snapshot Survey: The Performance HubSocial Learning Snapshot Survey: The Performance Hub
Social Learning Snapshot Survey: The Performance Hub
 
EO New Jersey Oct 2014
EO New Jersey Oct 2014 EO New Jersey Oct 2014
EO New Jersey Oct 2014
 
5 Barriers to Effective Employee Training Programs - Webinar 08.21.14
5 Barriers to Effective Employee Training Programs - Webinar 08.21.145 Barriers to Effective Employee Training Programs - Webinar 08.21.14
5 Barriers to Effective Employee Training Programs - Webinar 08.21.14
 
Development Is A Big Deal With Big Rewards
Development Is A Big Deal With Big RewardsDevelopment Is A Big Deal With Big Rewards
Development Is A Big Deal With Big Rewards
 
Developing Leaders with a Financial Impact
Developing Leaders with a Financial ImpactDeveloping Leaders with a Financial Impact
Developing Leaders with a Financial Impact
 
Circle of Excellence Principals' Conference Fellows Selection Presentation
Circle of Excellence Principals' Conference Fellows Selection PresentationCircle of Excellence Principals' Conference Fellows Selection Presentation
Circle of Excellence Principals' Conference Fellows Selection Presentation
 
Motivaton
MotivatonMotivaton
Motivaton
 
Motivaton
MotivatonMotivaton
Motivaton
 
Leadership In Distance Learning Draft 6
Leadership In Distance Learning Draft 6Leadership In Distance Learning Draft 6
Leadership In Distance Learning Draft 6
 
Leadership In Distance Learning Draft 6
Leadership In Distance Learning Draft 6Leadership In Distance Learning Draft 6
Leadership In Distance Learning Draft 6
 
Skills & Competencies Overview
Skills & Competencies Overview Skills & Competencies Overview
Skills & Competencies Overview
 
Cornell - Thirty Years of Experiential Learning
Cornell - Thirty Years of Experiential LearningCornell - Thirty Years of Experiential Learning
Cornell - Thirty Years of Experiential Learning
 
5 Barrier to Effective Employee Training Programs and How to Crush Them | Web...
5 Barrier to Effective Employee Training Programs and How to Crush Them | Web...5 Barrier to Effective Employee Training Programs and How to Crush Them | Web...
5 Barrier to Effective Employee Training Programs and How to Crush Them | Web...
 
UKLUG 2012 Leverage user adoption with gamification
UKLUG 2012 Leverage user adoption with gamificationUKLUG 2012 Leverage user adoption with gamification
UKLUG 2012 Leverage user adoption with gamification
 
Managers and entrepreneurs lesson 1 animated
Managers and entrepreneurs lesson 1 animatedManagers and entrepreneurs lesson 1 animated
Managers and entrepreneurs lesson 1 animated
 
Agile Washington 2015 Creating a Learning Culture
Agile Washington 2015 Creating a Learning CultureAgile Washington 2015 Creating a Learning Culture
Agile Washington 2015 Creating a Learning Culture
 
7.1 Mapping Your Processes to Deliver an Exceptional Student Experience
7.1 Mapping Your Processes to Deliver an Exceptional Student Experience7.1 Mapping Your Processes to Deliver an Exceptional Student Experience
7.1 Mapping Your Processes to Deliver an Exceptional Student Experience
 

Plus de Karl Kapp

Plus de Karl Kapp (20)

A Guide for Employee Gamified Learning
A Guide for Employee  Gamified LearningA Guide for Employee  Gamified Learning
A Guide for Employee Gamified Learning
 
Closing Session: The Power of Play and Games in These Uncertain Times
Closing Session: The Power of Play and Games in These Uncertain TimesClosing Session: The Power of Play and Games in These Uncertain Times
Closing Session: The Power of Play and Games in These Uncertain Times
 
Distance Learning Conference 2020 The Quest for Engagement: Let the Games Beg...
Distance Learning Conference 2020 The Quest for Engagement: Let the Games Beg...Distance Learning Conference 2020 The Quest for Engagement: Let the Games Beg...
Distance Learning Conference 2020 The Quest for Engagement: Let the Games Beg...
 
DevLearn 2019 Create Engaging Instruction Using Game Elements
DevLearn 2019 Create Engaging Instruction Using Game ElementsDevLearn 2019 Create Engaging Instruction Using Game Elements
DevLearn 2019 Create Engaging Instruction Using Game Elements
 
 Sales Enablement Through Games? You Bet And Bottom Line Results Prove It!
 Sales Enablement Through Games? You Bet And Bottom Line Results Prove It! Sales Enablement Through Games? You Bet And Bottom Line Results Prove It!
 Sales Enablement Through Games? You Bet And Bottom Line Results Prove It!
 
TU204 - Beyond Gamification:Think Like a Game Designer to Create Engaging, Me...
TU204 - Beyond Gamification:Think Like a Game Designer to Create Engaging, Me...TU204 - Beyond Gamification:Think Like a Game Designer to Create Engaging, Me...
TU204 - Beyond Gamification:Think Like a Game Designer to Create Engaging, Me...
 
W308 - Start Thinking Like a Game Designer and Create Engaging, Immersive Ins...
W308 - Start Thinking Like a Game Designer and Create Engaging, Immersive Ins...W308 - Start Thinking Like a Game Designer and Create Engaging, Immersive Ins...
W308 - Start Thinking Like a Game Designer and Create Engaging, Immersive Ins...
 
W207 - Creating a 3-D Behavioral Assessment Based Simulation or Game
W207 - Creating a 3-D Behavioral Assessment Based Simulation or Game W207 - Creating a 3-D Behavioral Assessment Based Simulation or Game
W207 - Creating a 3-D Behavioral Assessment Based Simulation or Game
 
A List of Some of the Tools Available to Create Digital Learning Games
A List of Some of the Tools Available to Create Digital Learning GamesA List of Some of the Tools Available to Create Digital Learning Games
A List of Some of the Tools Available to Create Digital Learning Games
 
Create Tabletop Games to Foster Organizational Learning
Create Tabletop Games to Foster Organizational LearningCreate Tabletop Games to Foster Organizational Learning
Create Tabletop Games to Foster Organizational Learning
 
Thinking Like a Game Designer: Gamification, Games and Interactivity for Lear...
Thinking Like a Game Designer: Gamification, Games and Interactivity for Lear...Thinking Like a Game Designer: Gamification, Games and Interactivity for Lear...
Thinking Like a Game Designer: Gamification, Games and Interactivity for Lear...
 
Games, Gamification and Game-Thinking: Making a Impact with Learners
Games, Gamification and Game-Thinking: Making a Impact with LearnersGames, Gamification and Game-Thinking: Making a Impact with Learners
Games, Gamification and Game-Thinking: Making a Impact with Learners
 
Beyond Gamification: Thinking Like a Game Designer
Beyond Gamification: Thinking Like a Game DesignerBeyond Gamification: Thinking Like a Game Designer
Beyond Gamification: Thinking Like a Game Designer
 
Bloomsburg MSIT Recruitment Slides
Bloomsburg MSIT Recruitment SlidesBloomsburg MSIT Recruitment Slides
Bloomsburg MSIT Recruitment Slides
 
Instructions on How to Take Notes Directly on a PowerPoint Slide
Instructions on How to Take Notes Directly on a PowerPoint SlideInstructions on How to Take Notes Directly on a PowerPoint Slide
Instructions on How to Take Notes Directly on a PowerPoint Slide
 
Games, Interactivity and Gamification for Learning
Games, Interactivity and Gamification for Learning Games, Interactivity and Gamification for Learning
Games, Interactivity and Gamification for Learning
 
TH301 - Start Thinking Like a Game Designer: An Interactive Learning Experience
TH301 - Start Thinking Like a Game Designer: An Interactive Learning ExperienceTH301 - Start Thinking Like a Game Designer: An Interactive Learning Experience
TH301 - Start Thinking Like a Game Designer: An Interactive Learning Experience
 
Becoming a Change Agent: Ushering in a New Approach to Learning
Becoming a Change Agent: Ushering in a New Approach to LearningBecoming a Change Agent: Ushering in a New Approach to Learning
Becoming a Change Agent: Ushering in a New Approach to Learning
 
Mission Possible: Creating Learner Engagement
Mission Possible: Creating Learner EngagementMission Possible: Creating Learner Engagement
Mission Possible: Creating Learner Engagement
 
Storytelling: Tools of Engagement
Storytelling: Tools of EngagementStorytelling: Tools of Engagement
Storytelling: Tools of Engagement
 

Dernier

1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
QucHHunhnh
 
Gardella_PRCampaignConclusion Pitch Letter
Gardella_PRCampaignConclusion Pitch LetterGardella_PRCampaignConclusion Pitch Letter
Gardella_PRCampaignConclusion Pitch Letter
MateoGardella
 
Making and Justifying Mathematical Decisions.pdf
Making and Justifying Mathematical Decisions.pdfMaking and Justifying Mathematical Decisions.pdf
Making and Justifying Mathematical Decisions.pdf
Chris Hunter
 
An Overview of Mutual Funds Bcom Project.pdf
An Overview of Mutual Funds Bcom Project.pdfAn Overview of Mutual Funds Bcom Project.pdf
An Overview of Mutual Funds Bcom Project.pdf
SanaAli374401
 
Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global Impact
PECB
 

Dernier (20)

Holdier Curriculum Vitae (April 2024).pdf
Holdier Curriculum Vitae (April 2024).pdfHoldier Curriculum Vitae (April 2024).pdf
Holdier Curriculum Vitae (April 2024).pdf
 
Unit-V; Pricing (Pharma Marketing Management).pptx
Unit-V; Pricing (Pharma Marketing Management).pptxUnit-V; Pricing (Pharma Marketing Management).pptx
Unit-V; Pricing (Pharma Marketing Management).pptx
 
fourth grading exam for kindergarten in writing
fourth grading exam for kindergarten in writingfourth grading exam for kindergarten in writing
fourth grading exam for kindergarten in writing
 
Nutritional Needs Presentation - HLTH 104
Nutritional Needs Presentation - HLTH 104Nutritional Needs Presentation - HLTH 104
Nutritional Needs Presentation - HLTH 104
 
Unit-IV- Pharma. Marketing Channels.pptx
Unit-IV- Pharma. Marketing Channels.pptxUnit-IV- Pharma. Marketing Channels.pptx
Unit-IV- Pharma. Marketing Channels.pptx
 
SECOND SEMESTER TOPIC COVERAGE SY 2023-2024 Trends, Networks, and Critical Th...
SECOND SEMESTER TOPIC COVERAGE SY 2023-2024 Trends, Networks, and Critical Th...SECOND SEMESTER TOPIC COVERAGE SY 2023-2024 Trends, Networks, and Critical Th...
SECOND SEMESTER TOPIC COVERAGE SY 2023-2024 Trends, Networks, and Critical Th...
 
Measures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeMeasures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and Mode
 
Grant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy ConsultingGrant Readiness 101 TechSoup and Remy Consulting
Grant Readiness 101 TechSoup and Remy Consulting
 
1029-Danh muc Sach Giao Khoa khoi 6.pdf
1029-Danh muc Sach Giao Khoa khoi  6.pdf1029-Danh muc Sach Giao Khoa khoi  6.pdf
1029-Danh muc Sach Giao Khoa khoi 6.pdf
 
Gardella_PRCampaignConclusion Pitch Letter
Gardella_PRCampaignConclusion Pitch LetterGardella_PRCampaignConclusion Pitch Letter
Gardella_PRCampaignConclusion Pitch Letter
 
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
 
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptxINDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
 
Mixin Classes in Odoo 17 How to Extend Models Using Mixin Classes
Mixin Classes in Odoo 17  How to Extend Models Using Mixin ClassesMixin Classes in Odoo 17  How to Extend Models Using Mixin Classes
Mixin Classes in Odoo 17 How to Extend Models Using Mixin Classes
 
Making and Justifying Mathematical Decisions.pdf
Making and Justifying Mathematical Decisions.pdfMaking and Justifying Mathematical Decisions.pdf
Making and Justifying Mathematical Decisions.pdf
 
An Overview of Mutual Funds Bcom Project.pdf
An Overview of Mutual Funds Bcom Project.pdfAn Overview of Mutual Funds Bcom Project.pdf
An Overview of Mutual Funds Bcom Project.pdf
 
Application orientated numerical on hev.ppt
Application orientated numerical on hev.pptApplication orientated numerical on hev.ppt
Application orientated numerical on hev.ppt
 
Web & Social Media Analytics Previous Year Question Paper.pdf
Web & Social Media Analytics Previous Year Question Paper.pdfWeb & Social Media Analytics Previous Year Question Paper.pdf
Web & Social Media Analytics Previous Year Question Paper.pdf
 
Measures of Dispersion and Variability: Range, QD, AD and SD
Measures of Dispersion and Variability: Range, QD, AD and SDMeasures of Dispersion and Variability: Range, QD, AD and SD
Measures of Dispersion and Variability: Range, QD, AD and SD
 
PROCESS RECORDING FORMAT.docx
PROCESS      RECORDING        FORMAT.docxPROCESS      RECORDING        FORMAT.docx
PROCESS RECORDING FORMAT.docx
 
Beyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global ImpactBeyond the EU: DORA and NIS 2 Directive's Global Impact
Beyond the EU: DORA and NIS 2 Directive's Global Impact
 

How to Use Gamification to Launch Digital Transformation in Higher Education

  • 1. AGENDA 1 • What is Gamification and Does it Work? • What is Digital Transformation? • How do Gamification and Digital Transformation Work Together?
  • 2. WHAT IS GAMIFICATION 2 “Gamification is using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning and solve problems.” --Karl M. Kapp, Ed.D. “The Gamification of Learning and Instruction.”
  • 3. GAMIFICATION IS NOT 3 › Playing games at work. › Trying to make work “fun” (might be a by-product). › Trivializing a work product, process or outcome. › Perfect for every situation. › Only focused on game mechanics.
  • 4. Here are the top 5 most motivating gamification Elements: • Rewards • Badges • Points • Leaderboards • Levels TalentLMS Gamification Survey https://www.talentlms.com/blog/gamification-survey-results/
  • 5. Implementing a transparent badge system that allows peers to challenge themselves as well as awarding badges for helping and collaborating with others can help to foster motivation. Yildirim, I. (2017). The effects of gamification-based teaching practices on student achievement and students’ attitudes toward lessons. The Internet and Higher Education, 33, 86–92. https://doi.org/10.1016/j.iheduc.2017.02.002.
  • 6. Allowing learners to engage in both competitive and collaborative interaction can be beneficial: Letting learners work together in teams, while competing with other teams, can improve learners’ quality of performance and skills. Sailer, M., Hense, J., Mandl, H., & Klevers, M. (2017b). Fostering development of work competencies. In M. Mulder (Ed.), Competence-based vocational and professional education – bridging the world of work and education (pp. 795–818). Cham: Springer. https://doi.org/10.1007/978-3-319-41713-4_37.
  • 7. WHAT IS DIGITAL TRANSORMATION? Digital transformation marks a radical rethinking of how an organization uses technology, people and processes to fundamentally change it’s performance. --George Westerman, MIT principal research scientist and author of Leading Digital: Turning Technology Into Business Transformation.
  • 8. BENEFITS OF DIGITAL TRANSORMATION 8 • Greater Resource Management • Time Savings • Money Savings • Fewer Delays in Processes • Better Student Experience • More Satisfied Students • Able to Interact from “Anywhere” and “Anytime” • Streamlined Services • Encourages a Digital Culture • Reduces “Paperwork” Friction Follows the USA Principle:
  • 9. Implementing Digital Transformation 9 USA Principle Understand Simplify Automate
  • 10. UNDERSTAND 10 What is the ultimate purpose of the process? Prevention of Mistakes Verification of Information Approval What is the typical outcome of process? How does the process help the university? Faculty Students 
  • 11. SIMPLIFY 11 What can be eliminated? Redundancy Duplicate Permissions Can time be reduced in the process? What is the simplest method of achieving our results? 
  • 12. AUTOMATE 12 Easy interface and functionality Look and Feel Intuitive Functionality Robust Backend/Dashboard Functionality Easy to Maintain and Update 
  • 13. Challenges of Applying DIGITAL TRANSORMATION and GAMIFICTION? “When a snake sheds its skin it changes; when a caterpillar becomes a butterfly, it transforms.” --Unknown author at Business Transformation Academy.
  • 14. CHALLENGES 14 Misunderstanding of Gamification Lack of Overall Strategy Lack of Expertise in Digitization and Gamification Overcomplicating the Initiative 
  • 15. CHALLENGES RETURNING TO CAMPUS 15 Uncertainty at Multiple Levels Lack of Motivation to Change in These Times Fear and Anxiety of Future Uncertain Polices and Procedures 
  • 16. 16 Creating a: DX Roadmap in Coming Months after COVID “It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change.” --Charles Darwin, English Naturalist, Geologist, Author
  • 17. BENEFITS OF GAMIFICATION 17 Motivation: Autonomy Mastery Connectedness Referred to as the Self-Determination Theory of Motivation
  • 18. AUTONOMY 18 The feeling of a person has that they are in control and can determine the outcome of their own actions. The capacity to make an informed, un-coerced decision. Control over your own destiny.
  • 19. MASTERY 19 Creating a mastery orientation (comparing yourself to yourself) Focuses employees on improving their own proficiency More readily accept errors and seek challenging tasks Higher self-efficacy Perform better on complex tasks Winters, D., & Latham, G.P. (1996) The effect of learning versus outcome goals on A simple versus a complex task. Group and Organization Management, 21(2), 236-250.
  • 20. RELATENESS 20 Individuals’ inherent propensity to feel connected to others Connected to others in the moment Connect to others who have had some experience previously or will in the future. (i.e. leaving messages, leaderboards, milestones) Satisfied when people experience a sense of communion and develop close relationship with others Can be achieved by accomplishing an assigned task or by receiving social support from others Van den Broeck, A., Vansteenkiste, M., De Witte, H., Soenens, B. & Lens, W. (2010) Cap Capturing autonomy, competence and relatedness at work: Construction and initial validation of the Work-related Basic Need Satisfaction Scale. Journal of Occupational and Organizational Psychology (2010), 83, 981–1002
  • 21. Implementing GAMIFICATION TECHNIQUES “Tell me and I forget, teach me and I may remember, involve me and I will learn.” --Benjamin Franklin
  • 22. USE CASES FOR GAMIFICATION 22 Impactful across the organization: Registration HR Diversity and Inclusion Bursar's Office Leadership/Deans Administrative Assistants . . .
  • 23. 23 Transparency: Visibility into performance Knowledge of how you are doing compared to others Clear indication of what actions, behavior are of value to the university/college Adding a Bit of “Levity” to Serious Actions USE CASES FOR GAMIFICATION
  • 24. USE CASES FOR GAMIFICATION Uses across the organization: Initial Training Sustained Motivation Further Learner Engagement
  • 25. CONCLUSION SLIDE Implementing Gamification: Be purposeful about goals Consider basic human motivators (SDT) Digital Transformation is a means not an end Understand, Simplify and THEN Automate