I upload some of the best slides of the Gamification MasterClass 3.0 holded magistrally by trainer An Coppens - Chief Game Changer Guru - at Wien - hosted by GLCEurope
Some slides of the MasterClass in Gamification 3.0 - 4+5 September 2019 - Wien - An Coppens
1. What is a serious game?
A serious game is a game with a
serious purpose for example
training, recruitment, assessment,
etc.
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2. Prepared by An Coppens
September 2019
www.gamificationnation.com
Masterclass:
Gamification in HR
workbook
3. My vision:
The future of work is human
augmented by technology
An Coppens -2019
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4. My mission is to have you walk away with an
actionable understanding of gamification and how it
can apply to HR for your organisationCopyrights Gamification Nation apply 4
5. How do you know the difference between
gamification and a serious game?
• Player stays in the business process
• Feedback happens through doing
regular work tasks
Gamification Serious game
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• Player steps into a game environment
• Feedback takes place in a debrief
outside of the game environment
6. What would you like to gamify?
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7. Market predictions
The global gamification market to
increase to USD 19.39 billion by
2023
Significant portion of
growth in enterprise
gamification solutions
Mobile accessibility key
Collaborative gaining
ground over competitive
systems
Source: Mordor Intelligence
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8. Where are companies using gamification?
Employer
branding
Assessment
Recruitment Onboarding
Productivity
Performance
Well-being Job mastery
Job rotation
Job
enrichment
Exit
Promotion
An Coppens2013
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9. Why
gamification
in HR?
Games test ability to overcome
obstacles
It is the language of young
people all over the world
Games transcend diversity
barriers
Traditional techniques have
strong personal bias
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10. Results to
date
Broader targeting of specific and diverse
groups without raising hiring budgets
Drop out rate during the application
process decreases
Better candidate/Job fit
Increased diversity in candidates going
forward
Predictable success of candidates
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11. Employee engagement – where are we at?
• Disengaged employees cost organizations between $450 and
$550 billion annually (The Engagement Institute)
• 63% of the workforce was engaged in 2016 (24% highly
engaged, 39% were moderately engaged (Aon Hewitt)
• 37% of engaged employees are looking for jobs or watching
for opportunities, as are 56% of not engaged and 73% of
actively disengaged employees (Gallup)
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13. Understanding the players
Observation of current
behaviour
Existing reports and data
Surveys and focus groups
Workshops and pilot
testing
Your
employees
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14. Try out some digital gamification
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• https://app.gametize.com/game/spotcompetition
• https://app.gametize.com/game/GamiQuiz
• https://app.gametize.com/game/airlineclient
• Learn about the options in the platform
– https://app.gametize.com/game/demo-copy-F8CP
15. If you want to play
along
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• Gametize.com
• Set-up account
• Use code: KeithSaysHi
• If that doesn’t work:
CatsAndWhiskey
16. A gamified learning example from the classroom
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17. When to use gamification or not in learning?
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Not useful when
• Learner wants a quick fix
• Emergency
• Checklist is more appropriate
• A learner has no base knowledge
Useful when
• Creating an experience that matters
• It serves a clear purpose
• Retention of knowledge is important
• On paths to mastery
• Nudging will lead to implementation
18. LEVEL 2 – SYSTEMS GAMIFICATION
Source: An Coppens (2014)
www.gamificationnation.com
Why are
they
learning?
What is their
desired level of
proof
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Gives learning structure
•Points
•Un-lockable Content
•Content Leaderboard
Progression
Habit building
Fun
Personalised
& adaptive
•Progression Tracking
•Levels
•Dashboards On My Activities
Skills improvement •Scoring
•Winning Streak
•Learning Energy
•Surprises
•Badges
•Feedback Based
•On Performance
19. Publish and give expert advice
Become a coach or mentor on thetopic
Train someone else in same subject
matter
360 proof: from peers, managers and ideally
clients also
Why are
they
learning?
What is their
desired level of
proof
LEVEL 3 – EVIDENCE OF LEARNING GAMIFICATION
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Quality rating by others through peer review or
skills feedback
Application to real life situations: Evidenced by self
and reported by self, then confirmed by others
Inner proof to the individual
and content evaluation
SHAREABLE PROOF
Source: An Coppens (2014)
www.gamificationnation.com
20. A sample gamified leadership learner journey
What &Why
How am I
performing inthis
context
Reflection onfeedback
Leadership context dilemma:
• Testing new wayssafely
• Asking questions without losing face
Testing newways
What else can Ido
Embed newskill
A feedbackdiagnostic
coaching
Awareness Awareness simulation
Scenario based role playing games or leadershiptamagotchi
Sharing stories
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21. TEST PILOT WITH DIFFERENT
AUDIENCE SEGMENTS
Men – Women – age groups – tech savvy – tech novices – etc.
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22. “If a battle is imminent, focus
on the end-user”
An Coppens
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23. “So what should we be mindful
of next?
• Teaching humans to work
alongside artificial
intelligence driven systems or
even colleagues
• AI collaboration for skills
growth and performance
• Adaptive gamification aimed
at the individual”
An Coppens
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