Today, both large and small companies have various options when it comes to corporate training programs and training their staff. From using innovative technology with integrated rich media, to microlearning and mobile apps, the types of training styles are unlimited. One of these learning styles (and a trending topic in L&D) is gamification, which takes gaming principles and mechanics and applies them to a non-game experience. When gamification is successfully implemented into training programs, it can help employees effectively gain new skills and develop new behaviors, all while being engaged in the process.
However, because gamification is relatively new and trending, some companies remain skeptical of implementing this type of learning. Here are six myths pertaining to employee learning and development through gamification and the real facts behind them.
In order to help a company to thrive, there are a lot of elements that must work together. A strong workforce, a good product, a smart marketing strategy, good leadership - all of these factors need to fit together seamlessly to form a proper company machine. For these to come about, there is nothing more important than strategy.
A lot goes into a solid business strategy, and the most successful business leaders train for years to develop the kind of business acumen that produces long term results. As such, there are also a lot of factors that play into a successful business strategy - things like hiring, onboarding, sales, forecasting, marketing, and so on.
Right now however, we are going to focus on just one element, and that is training up a strong workforce -and more specifically, training through enterprise gamification.
Mimeo Webinar Recap & Follow-Up
Recently, the InSync team partnered with Mimeo to explore the current climate of corporate learning. We crafted a survey that asked questions about organization learning and the experiences of practitioners in the field. Over four hundred respondents completed the questionnaire, and their insights laid the foundation for our joint eBook, The State of Learning & Development in 2016.
Readers found the facts presented in this report both insightful and reassuring. We believed, though, that providing context and recommended application approaches for the empirical information was a critical next step. For this reason, Mimeo hosted me and their VP of Talent Development, Brad Thurber, so we could share our insights into the data we collected.
This blog answers attendee questions concerning the major trends deemed key by the study, and directs you to helpful resources that complement the survey results and webinar discussion. To get the most from this post, watch the webinar recording here and download the complimentary eBook here.
Modern Learning Culture
The key is to make sure you never lose sight of your learning objectives. All of your game's prompts or "missions" should be identical to real-world skills/learning objectives.
As virtual classroom design techniques evolve, it is natural for organizations to want to include the newest design trends in their programs. With the very social/collaborative nature of the virtual classroom, it’s understandable that gamification of these designs seems such a good fit.
Virtual Classroom - Instructional Design,
Games have been a hot topic in education and industry since the early 2000s, with more organizations seeking to apply games as a way to motivate and engage clients, trainees, and professionals seeking new learning opportunities. But, even though the design process might seem all “fun and games” on the surface, it’s more nuanced than it looks.