Más contenido relacionado La actualidad más candente (20) Similar a Next Generation Onboarding - Social, Gamified and Mobile (20) Next Generation Onboarding - Social, Gamified and Mobile1. Image Credit: Anurabh Das, Flickr
Dec 5, 2013
Mohit Garg
Co-founder, MindTickle
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2. Agenda
What is next generation onboarding?
Best Practices
Case Studies
Summary
Q&A
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3. Lets start with the “what” and “how” of nextgen onboarding…
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4. The Next Generation Employee
§
Short attention span
§
Digital natives, tuned to
“social” & “mobile”
§
Prefer self-paced learning
§
High expectations of user
experience / engagement
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4
5. The Next Generation Onboarding
§
Engaging
§
Social
§
Mobile, anytime-anywhere
§
Consumerized user
experience
§
Global
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6. Structure of Next-Gen Onboarding
§
Pre-boarding (engage and educate new
hires with non-proprietary content)
§
Blended approach - Flip the
classroom sessions (deliver company
orientation, benefits, policies, IT orientation
online; classroom sessions only for discussions)
Next Gen
Onboarding
§
Social and Gamified Learning
Platform for new hires (self-paced
engaging learning/Role based functional and
technical content for cutting down days to
productivity)
§
Measure and Iterate (with big data analytics, reports and charts)
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7. Benefits
Pre-boarding
• Reduced Pre-join churn
• Higher engagement levels among new
hires
Flipped Classroom
• Cut down classroom hours / costs
Social & Gamified
Learning
• Improved learning / absorption
• Role base / personalized onboarding is
easy to implement
• Faster productivity
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9. The Toolkit for Next-Gen Onboarding
Gamification
Social
Analytics
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11. How does Gamification work?
Game
mechanics
mo:vate
and
engage
§ Badges:
Sense
of
achievement,
instant
gra:fica:on
§ Levels:
Achievable
goals
and
incremental
sense
of
progress
§ Challenges:
Balance
between
skill
and
difficulty
§ Points:
Differen:ate
commiLed
learner
from
casual
dabbler
§ Leaderboard:
Reputa:on,
Bragging
Rights,
Healthy
Compe::on
(1) Source: Philosophy of Motivation, Csikszentmihalyi, BunchBall
Whitepaper
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12. Gamification is not “Gaming”
or “Serious Gaming”, for that matter
Business
Gamification is a framework for
designing repeatable and agile
business processes/ technology
Gaming on the other hand
focusses on deep interactions in
game play, resulting in higher
degree of customization but
limited extensibility
Play
Source: http://www.slideshare.net/dings/from-game-design-elements-to-gamefulness-defining-gamification
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13. Gamification is more suited for today’s
dynamic business environment
Gaming/ Simulation /
Serious Gaming
Gamification
Agility / Time to deploy
3-6 months
< 4 weeks
Flexibility
Low
High
Resources Required
High
Low
Cost Model
Upfront Sunk Cost
Value Based/Per User
Depth of Simulation
High
Medium
(graphics, servers, manpower)
Source: http://www.hrzone.com/
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13
14. How does “Social” work?
Social
enhances
informal
learning
and
par:cipa:on
§ Invites:
Makes
it
viral
and
increases
par:cipa:on
Updates
&
§ Discussions:
Be
a
part
of
the
larger
community
§ Likes:
Encouragement
from
peers
§ Share:
Sharing
achievements
and
updates
§ Comments:
Informal
learning
and
feedback
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15. The blend of “social”, “gamification” and
“analytics” achieves best results
If “Social” and Gamification are an engine to enable change, analytics is the fuel.
Analytics lets you measure impact and identify where further refinement is
needed. Nearly all Gamification efforts are iterative in nature.
- Charlie Bess, Chief Technologist, HP
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17. Case Study 1
Opportunity: Engaging New Hires
between offer and join date at HCL
Learning
Objectives:
1. Communicate
Employer Value
Proposition
(EVP)
2. Company
orientation
3. Technical Skills
4. Soft skills
Source: Forrester B2E 2013 Awards Nomination, http://www.hcltech.com/gamification
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18. Case Study 1
Solution: Gamified online learning
platform for pre-boarding of new hires
Achievement
badges for creating
sense of aspiration
and achievement
Gamified journey
for creating
awareness about
HCL’s history,
employer value
proposition and its
culture
Leaderboard for
healthy competition –
acts as a driver of
motivation
Updates/wall for
creating an online
social environment, an
online community of all
joiners
Source: Forrester B2E 2013 Awards Nomination, http://www.hcltech.com/gamification
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19. Case Study 1
Business Impact
1. > 60% new hires participated voluntarily (6K+
new hires in 2013)
2. The pre-join churn was reduced by 90%
3. Classroom hours for new hire training reduced
by 50%
4. Better matching of skills and projects
Source: Forrester B2E 2013 Awards Nomination, http://www.hcltech.com/gamification
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2013
19
20. Case Study 2
Technology onboarding for teachers at
Des Moines School District, Iowa
https://www.slideshare.net/secret/E6RN2bDvaFD41I
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20
21. Case Study 2
Business Impact
1. IT training for 3000 teachers was automated,
resulting in huge $$$ savings
2. 39% drop in support calls to the IT helpdesk
since introduction of the MindTickle gamified
learning platform
3. The IT helpdesk now focuses on issues that
require a higher level of technical expertise
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21
21
23. Key Success Factors
Summary
§ Identify the business objectives and metrics
§ Align with user aspirations and incentives
§ Gamification for the sake of gamification is likely to fail
§ Integrate “social” and strong “analytics”
§ Measure, learn and iterate
§ Branding of the “onboarding” program and buy-in from all
stakeholders
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23
25. Thank you! Questions?
Visit http://bit.ly/nextgenonboarding
Download these slides
Download a comprehensive guide to
next generation onboarding
D
View a live online demo
Contact:
mohit.garg@mindtickle.com
@mohgar
+1 (973) 404 0329
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Notas del editor There is clear relation of these gamification elements with user motivations such as: -if badges gives the feeling of achievement, instant gratification, then the levels can set as small achievable goals. …..Social setup enahnces the gamification and enforaces a repeat behavior. There is clear relation of these gamification elements with user motivations such as: -if badges gives the feeling of achievement, instant gratification, then the levels can set as small achievable goals. …..Social setup enahnces the gamification and enforaces a repeat behavior. There is clear relation of these gamification elements with user motivations such as: -if badges gives the feeling of achievement, instant gratification, then the levels can set as small achievable goals. …..Social setup enahnces the gamification and enforaces a repeat behavior.