Case Study: Gamification agenda Gamification Know your Business - - PowerPoint PPT Presentation

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Case Study: Gamification agenda Gamification Know your Business - - PowerPoint PPT Presentation

Case Study: Gamification agenda Gamification Know your Business Sanlam background Gamification Generation Gap & Different learning styles Our initiative Know your Business Games Statistics & Motivation of staff


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Case Study: Gamification

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agenda

Gamification – Know your Business ⧁ Sanlam background ⧁ Gamification ⧁ Generation Gap & Different learning styles ⧁ Our initiative – Know your Business Games ⧁ Statistics & Motivation of staff

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Our Business need

How do we train 5000+ employees about the different businesses scattered throughout South Africa?

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Sanlam Personal Finances

SPF

Human Resources SKY Actuarial Finances Glacier SILSS SBD IT

Distribution

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Gamification

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Definition of gamification

⧁ Gamification is the application of game design principles and mechanics to non-game, or real-life activities. ⧁ Applied in business, it’s about leveraging the psychological appeal of games and the power of data analytics to shape behaviour, motivate action and build constructive relationships with your employees.

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Gamification

⧁ Game design = creating fun

⧁ The objective is creating a fun, entertaining and

engaging player experience, sometimes designed for mass market appeal.

⧁ The starting point in game design is usually the

dynamics and mechanics – the elements that make up the game. The audience is found through marketing.

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Gamification

⧁ Gamification design = modifying behaviour

⧁ The objective is creating an engaging experience

that modifies the behaviour of a defined participant group.

⧁ The starting point in gamification design is identifying

participant behaviours and selecting game mechanics and dynamics that will most effectively modify those behaviours.

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The Generation Gap

  • Process information in a

linear fashion.

  • Like step-by-step

instructions.

  • Read text first and like

procedural instructions.

VS

  • Do not read instructions, especially

step-by-step outlines

  • Jump straight in to what must be done
  • Are always connected
  • Are impatient if technology is not quick

enough

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Different Learning Styles

eLearning Tool Platform

Generation Y Gen X Electronic Books

Gamification Tool

Version 7.7.06.02.2014

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Our staff initiative - KYB

⧁ E-mail broadcast that went out to all employees

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The Platform - SharePoint

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Flippingbook Views: 01 Nov 2014 – 30 April 2015

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The Platform - SharePoint

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  • Raptivity (Rapid + interactivity) is an eLearning

interactivity building tool with a set of pre-built interaction models.

  • Raptivity is used to create interactions which can be

added to eLearning content, enabling interactive learning.

Raptivity

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  • Multiple Publishing Options
  • Is SCORM 1.2 and SCORM 2004 compliant
  • Raptivity lets you publish all your interactions in both Flash

and HTML5 formats, thus making it the ideal tool for both eLearning and mLearning.

  • For HTML5 publishing, Raptivity

also lets you publish a single interaction in different sizes to suit different mobile devices.

Raptivity

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Raptivity – different interaction Models

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Raptivity - Hangman

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Raptivity – Feud Game Show

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Raptivity - Crossword

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Raptivity – Swap the letters

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Raptivity – Spin the Wheel

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Raptivity – Who wants to be a millionaire

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SAP LMS Assessment

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Final Assessment

⧁ Final Assessment was developed in SAP Productivity Pak (uPerform) and published to SAP LMS ⧁ 25 Questions ⧁ Passmark 80%

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Statistics

⧁ The SharePoint web content and games was accessed 34 774 times by 5025 unique visitors ⧁ The Flippingbook was accessed by 10 498 times by 4948 unique visitors ⧁ Our voluntary SAP LMS eLearning module was accessed by 2070 employees with 1553 scoring a pass rate of 80% or higher

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Motivation of staff

⧁ Staff was motivated to learn and play games at the same time ⧁ 5 days leave was up for grabs to 1 person per business cluster (45 days leave in total) ⧁ We randomly selected from all employees that participated with an 80% pass rate and higher ⧁ Used the Randomized Excel formula from the SAP report. Complete with an internal auditor overseeing the process. ⧁ Winners was announced in our Inside Sanlam Communication.

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Inside Sanlam newsletter

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Conclusion

⧁ Set challenge by the Exco and CEO ⧁ Utilised multiple approaches ⧁ Utilised multiple applications ⧁ Provided an incentive and created excitement ⧁ Achieved relatively good participation ⧁ Achieved initial goal set by Exco

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questions

Thank you to the developers: Mark Julius & Jeanine Steenkamp