Mercer Global Talent Trends 2024 - Human Resources
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Gamification in hr bucharest 2015
1. Gamification in HR
New thinking for talent development and engagement
An Coppens
Chief Game Changer
Gamification Nation
2. What is gamification?
Gamification (pronounced game-i-fi-ka-tion)
is the application of game dynamics, game psychology
and game mechanics to non-game situations and
applications
13. 72% of learners strongly prefer
gamification of their online learning
tools
14. Social aspects of
learning
âą Engagement with
learning material
increases retention
and stimulates deeper
learning
âą Adult learners learn
best in context, a
social discussion or
examples from reality
give this context
16. Gamified learning
statistics
ï Updated leaderboards with learner avatars and their
points (50%) and badges (60%), with a special mention
of WHY they earned these points are also desired.
ï Community recognition (62%) and challenges to
achieve recognition are desired (82%) as well as
access to exclusive content (78%)
ï Techniques like progressing to different levels, scores,
real time performance feedback and activity feeds are
in demand.
Source: Talent LMS
17. Build a learner journey
Discovery > Onboarding > Scaffolding > End game
19. Motivational drivers
ï 1. Epic meaning and calling
ï 2. Development and achievement
ï 3. Empowerment of creativity and feedback
ï 4. Ownership and possession
ï 5. Social influence and relatedness
ï 6. Scarcity and impatience
ï 7. Unpredictability and curiosity
ï 8. Loss and avoidance
Source: Octalysis framework by Yukai Chou
25. Pre-course questionnaire to identify course starting point
Celebrate!
You have earned the right
to skip to end of content,
The quiz or simulation
showed you know your stuff!
30. How do you start?
ï Workshop this afternoon
1. Set clear business objectives
2. Observe your players and what motivates them
3. Design your gamification actions according to their
motivation
4. Encourage behaviour you would like to see more of
5. Test, evaluate and iterate
31. If in doubt,
who can help you out?
ï Ask an expert
ï Have an expert on board to facilitate the process
ï Learn from colleagues
ï Share experiences
32. Useful resources
ï www.gamification.co
ï www.enterprise-gamification.com
ï Octalysis: www.yukaichou.com
ï Wiki on gamification: www.gamification.org
ï Courses: Coursera, Udemy, iVersity
ï My blog and online courses:
www.gamificationnation.com
Quest for Oil â launch of the game at the same time as a social media campaign
Social media campaign of life on a rig
Why they found this necessary? In the oil industry it is hard to attract talent, money is what other companies use, but they wanted to stand out for their innovation
BNP Paribas
Ace Manager â international online competition for university students
Purpose: educate students outside France about the bank 70% of their workforce is abroad.
Short period to play April/May
http://youtu.be/W0l-LUN5zb0 (play without sounds)
Multipoly â online campaign to attract graduates from non-traditional backgrounds to pwc
Facebook based and targeted, invited to come an try out a role at pwc, take online challenges, receive coaching, do assignments
Hackatons have been used in the IT industry for some time
Typically on campus, looking to solve a difficult issue in a team over a set space of time
Can include Quests
Observe students and their skills in real life scenarioâs
Top Gamified Learning Management System Stats
72% of learners strongly prefer gamification in their learning management systems.
E-Learning platform interactivity and participation can be increased by placing social sharing support functionalities AND add point accumulating opportunities for activities like reading, writing, sharing course reviews and vote for a content). Learners want points for all interactions! Currently 83% donât bother sharing content at all in e-learning sites, while 75% occasionally do so in other sites like Amazon and Netflix.
Updated leaderboards with learner avatars and their points (50%) and badges (60%), with a special mention of WHY they earned these points are also desired. Community recognition (62%) and challenges to achieve recognition are desired (82%). Techniques like progressing to different levels, scores, real time performance feedback and activity feeds are in demand. Narrative fiction and its related features are least favored.
Rewards like discounts on new content/courses (69%) and access to exclusive content (78%) are also requested.
Online competitions need a facelift. 25% of learners have an affinity for them, while most users (60%) find them âsometimes funâ. This is an excellent opportunity to leader learners towards life-long learning and contributing to a growing knowledge managing community.
The Talent LMS learning community has spoken
As opposed to games, where easy levels teach you the game interactions and mechanics in work you have a number of people coming at it from different experience points and you want to find a level playing ground
Experts are very active online â twitter, LinkedIn groups, Facebook groups
They are a friendly bunch
Some of us also do it for a living
Conferences like these are excellent to learn from other peopleâs experiences