Gamification is a strategy that uses game mechanics and human psychology to motivate and engage users. It can be applied to corporate training to make learning more exciting for the next generation of employees who enjoy gaming. MindTickle applies gamification to online learning by turning content into social and gamified training delivered through a cloud-based platform. Their approach increases learner engagement by 2-3x and retention by 300% compared to traditional methods, resulting in higher training effectiveness and lower costs for companies. MindTickle has seen success stories where their platform drove up completion rates and improved knowledge retention.
Business Model Canvas (BMC)- A new venture concept
Gamification of Learning - Why it makes sense for the enterprise?
1. A technique for engaging and motivating the
next generation corporate learner
Mohit Garg
Mohit.Garg@mindtickle.com
2. What do today’s employees prefer?
2
Games have the power to engage and excite. What if this power could be
harnessed and used for making corporate learning more exciting…
Attend a corporate training or play games with friends?
3. What is Gamification?
3
A strategy for influencing and motivating the behavior of people –
customers, students, employees, fans, patients … Anybody...
4. How does Gamification Work?
4
Through application of a combination of game mechanics and human
emotions to incent intended user behavior
5. How is Gamification Different from Gaming?
Gaming Gamification
ProductionTime Typically, developed from
scratch with 6 months+ cycle
Customizable gamification
frameworks such as MindTickle can
be deployed in a few weeks
Flexibility Custom development limits the
ability to repurpose & reuse with
different segments and content
Easy to update and adapt to
changes in content and segment
Resource
Requirements
Huge resources in development
(artwork, graphics) and running
(server load is very high)
Focus of gamification is on game
mechanics (medals, badges) & not
on pure visual stimulation, making
it more resource efficient
Cost Model Typically time and material
based projects – large upfront
cost that is sunk
Per user subscription model with
low upfront cost ensures that the
expenditure tracks value delivered
5
Gamification is more suited for today’s dynamic business environment.
6. 6
Business Applications of Gamification
Health &
Awareness
Learning/
Knowledge
Social
Engagement
Marketing Social
Causes
Corporate
Training
“Gamification is likely to have an
extraordinary impact on innovation,
marketing, training, employee performance,
health and social change. “
– Gartner , Mar 2011
“The other trend I am excited about is
Gamification...The debate about the place
of games in learning rages on, but one
aspect of gaming is unequivocally clear:
it’s sticking around”
–Vinod Khosla
When applied to online corporate learning, Gamification enhances learner
engagement and training effectiveness
7. How is Gamification relevant to Learning?
The modern learner is not motivated by in-classroom and traditional
e-learning methods as they focus on content delivery and not engagement
7
As young learners spend more of their
free time to game worlds, they often feel
that the real world is missing something
when they enter the workforce
Learners who engage with games as
part of their learning process retain 75
percent of the knowledge they acquire.
Source: NationalTraining Laboratories, Incentive Research
Foundation, Feb 2011
10. Gamification, when combined with the power of
social, mobile, cloud and analytics helps
optimize the entire value-chain of learning
10
• Easy to use self-serve
• Absorbs any content
• Integrated with Dropbox
• Ready-to-use
Frameworks optimized
for specific use cases
• Anytime, anywhere,
any Device
• SaaS based delivery on
web and mobile
devices
• Gamification increases
adoption by 2-3X
• Social features increases
informal learning and
repeat visits
• Analytics and reporting
Curate Deliver Engage
11. The Impact
11
70% 2-3X 300%
Reduction in Cost Increased Adoption More Retention/Absorption
Illustrative
EFFECTIVENESS
ENGAGEMENT
COST
HASSLE
Intranet
Social & Gamified
Training
Videos/
E-Learning
Classroom
Trainings
Webinars
12. Success Stories
12
• Witnessed an
unprecedented record of
90% adoption
• MindTickle has been
recognized as a best practice
for online training with
internal content
• Test2teach proved very
effective for adult learning –
in terms of driving up
completion rates and
learning effectiveness
• 100% completion rate
• 250 sales executive refresh
their knowledge of
products, packages and
travel destinations every
quarter
Policy Training, New
employee orientation,
Manager Training &
Employee Engagement
Product training for new
hires, ~80% recall
New Hire Training on iPads.
Monthly Sales trainings