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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


  1. Case Study: Gamification

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

  3. Our Business need How do we train 5000+ employees about the different businesses scattered throughout South Africa?

  4. Sanlam Personal Finances Human Resources IT Glacier Distribution SPF Finances Actuarial SILSS SBD SKY

  5. Gamification

  6. 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.

  7. 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.

  8. 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.

  9. The Generation Gap VS • • Do not read instructions, especially Process information in a step-by-step outlines linear fashion. • • Like step-by-step Jump straight in to what must be done • instructions. Are always connected • • Read text first and like Are impatient if technology is not quick enough procedural instructions.

  10. Different Learning Styles Version 7.7.06.02.2014 Gamification Tool Platform Gen X eLearning Tool Generation Y Electronic Books

  11. Our staff initiative - KYB ⧁ E-mail broadcast that went out to all employees

  12. The Platform - SharePoint

  13. Flippingbook Views: 01 Nov 2014 – 30 April 2015

  14. The Platform - SharePoint

  15. Raptivity • 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.

  16. 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.

  17. Raptivity – different interaction Models

  18. Raptivity - Hangman

  19. Raptivity – Feud Game Show

  20. Raptivity - Crossword

  21. Raptivity – Swap the letters

  22. Raptivity – Spin the Wheel

  23. Raptivity – Who wants to be a millionaire

  24. SAP LMS Assessment

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

  26. 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

  27. 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.

  28. Inside Sanlam newsletter

  29. 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

  30. questions Thank you to the developers: Mark Julius & Jeanine Steenkamp

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