Your challenge is to build an agile workforce that can achieve your company’s growth and profitability goals. The executive team expects it to be done quickly and efficiently, with high levels of participation and retention.
One obstacle standing before you is that the traditional classroom model is proving less and less effective in meeting corporate learning needs. Classroom teaching consumes large blocks of uninterrupted time, moves at a fixed pace, provides little ongoing feedback, and other than a certificate at the end may provide participants with little recognition for their efforts. Recorded courses delivered to a PC address some of these shortcomings, but they are better as a test administration method than as a way to build core knowledge.
Over the past decade gamification, or game-based learning, has been emerging as an alternative to traditional classroom instruction. Its ability to improve the speed and quality of corporate learning is becoming apparent as both large and small companies adopt it.
Gamification is the application of concepts such as point accumulation, recognition, player journeys, player collaboration and other gaming design principles to engage participants in tasks and activities. You may be a participant in an early and still vibrant application of gamification -- airline loyalty programs. As in many online games, frequent flyers can accumulate rewards, earn status and gain privileges.
Today gamification is widening its reach and sophistication. While the number of customer loyalty programs are growing, many companies are deploying “gamified” applications to provide task-specific training, strengthen employee knowledge and skills, encourage adaptation of new processes, and promote desired behaviors. Some examples:
Game-based training offers numerous benefits over traditional classroom based or passive e-learning. It delivers many of the benefits of “hands-on” training while adding motivational elements (scoring, recognition) that promote employee participation and achievement.
Game-based training can have an impact throughout the corporate learning agenda.
While the “formal” learning agenda is important, there’s another learning landscape where gamification may be even more critical – new technology and process adoption. Companies may spend tens of millions of dollars on enterprise, CRM and knowledge management systems only to find that employees are reluctant to adopt them. Game-based support applications for Oracle, salesforce.com, SAP and SharePoint are becoming an accepted part of new employee onboarding and company-wide implementation programs.
There’s skepticism about gamification, and it’s well founded. Game-based training is behavior-based, so pre-conceived notions about learning preferences can be a point of resistance. Your colleagues may dismiss it as a gimmick to attract smartphone-obsessed Millennials. It’s also a new field populated with many companies with varying levels of skills and experience.
Gamification and game-based training are in their infancy, but are rapidly entering the mainstream and over the next decade will become an important part of the corporate learning landscape.
Phenomecloud is a full-service technology company dedicated to helping clients solve business problems, improve the capability of their people, and achieve better results.