Case Study: Gamification agenda Gamification Know your Business - - PowerPoint PPT Presentation
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
agenda
Gamification – Know your Business ⧁ Sanlam background ⧁ Gamification ⧁ Generation Gap & Different learning styles ⧁ Our initiative – Know your Business Games ⧁ Statistics & Motivation of staff
Our Business need
How do we train 5000+ employees about the different businesses scattered throughout South Africa?
Sanlam Personal Finances
SPF
Human Resources SKY Actuarial Finances Glacier SILSS SBD IT
Distribution
Gamification
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.
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.
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.
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
Different Learning Styles
eLearning Tool Platform
Generation Y Gen X Electronic Books
Gamification Tool
Version 7.7.06.02.2014
Our staff initiative - KYB
⧁ E-mail broadcast that went out to all employees
The Platform - SharePoint
Flippingbook Views: 01 Nov 2014 – 30 April 2015
The Platform - SharePoint
- 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
- 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
Raptivity – different interaction Models
Raptivity - Hangman
Raptivity – Feud Game Show
Raptivity - Crossword
Raptivity – Swap the letters
Raptivity – Spin the Wheel
Raptivity – Who wants to be a millionaire
SAP LMS Assessment
Final Assessment
⧁ Final Assessment was developed in SAP Productivity Pak (uPerform) and published to SAP LMS ⧁ 25 Questions ⧁ Passmark 80%
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
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.
Inside Sanlam newsletter
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
questions
Thank you to the developers: Mark Julius & Jeanine Steenkamp