How To Increase Employee Productivity, Customer Loyalty, and Learner Achievement through Gamification
To many people, gamification presents confusing pictures of crafty manipulation or dumbed-down training. However, the proven concepts behind this trendy term refer to a set of powerful strategies that increase the levels of engagement and achievement. In this hands-on workshop, Thiagi explores how you can use gamification to increase the performance and productivity of employees, customers, and learners.
Who Will Benefit from this Workshop?
- HR Consultants
- Performance Consultants
How Will You Benefit from this Workshop?
Plan and implement an effective gamification programs to improve employee productivity, customer loyalty, and learner achievement.
What Skills and Knowledge Will You will Acquire from this Workshop?
- Differential between games and gamification. Specify the critical features of a game and differentiate among types of games. Specify the critical features of gamification and differentiate among types of gamification.
- Identify different elements of games and gamification and explain how they are implemented and what effects they produce.
- Participate in a gamification demonstration and deconstruct the experience to identify key element and the positive and negative effects.
- Apply research-based motivational principles to a gamification program to increase its level of engagement.
- Apply the systematic gamification procedure to prepare a plan for a gamification system.
- Apply gamification principles and procedures to improve the instructional and motivational effectiveness of training activities.
- Present legitimate complaints about gamification and come up with strategies for handling these complaints.
What Topics Will You Explore in this Workshop?
Basic concepts and terminology. Games and gamification. Four critical features og games: conflict, control, contrivance, and closure. Recreational games, training games, and simulation games. Critical features of gamification. Three types of gamification: employee-focused, customer-focused, and learner-focused.
Elements of games and gamification: competition, cooperation, feedback, transactions, achievement, narrative, avatars, points, badges, levels, leaderboard, levels, quests, and rewards. Examples of these elements in action.
Motivational aspects of gamification. Surprising results from research on video games. Proven principles from self-determination theory: competency, autonomy, and relatedness. Other factors related to motivation, engagement, and immersion.
Systematic process for developing gamification programs. Analysis of business results. Specification of behaviors. Coming up with activities, levels, and points. Planning the progression. From onboarding to mastery. Monitoring and rewarding behaviors.
Enhancing the gamification program. Selecting the appropriate types and levels of technology. Adding a storyline. Design aesthetics. Evaluating and revising the program. Implementation and maintenance.
Applying gamification to training. Learning as the universal job specification. Using games and gamification to support learning from different content resources. Following up training sessions with gamification.
Dangers of gamifaction. Exploitationware. Electronic lashes. Pointification. Negative effects of competition. Punished by rewards. Strategies for reducing and removing the disadvantages of gamification.
Thiagi Designed this Workshop (and he Delivers It)
Thiagi (aka Dr. Sivasailam Thiagarajan) has been working on gamification since long before the term was coined. An international authority on the design of games and training activities, Thiagi has designed hundreds of games, written 40 books on the topic, keynoted at several game conferences, and conducted training workshops around the world.
This is what several experts have to say about Thiagi’s special talents in designing and delivering creative training:
Glenn Parker, author of Team Players and Teamwork: “Quite simply, Thiagi is the most prolific and creative designer of games and simulations in the world.”
Mel Silberman, author of 101 Ways to Make Training More Active:
“Thiagi’s training games are always ingenious, easy to conduct, and open to several learning points.”
Steve Sugar, author of Games That Teach: “When I want to create a learning environment or produce a thoughtful discussion, I turn to Thiagi’s games.”
Andy Kimball, President of QB International: “There are two types of training-game designers: there is Thiagi and there is the rest.”
Bill Matthews: “Thiagi’s games make me look good.”
What Makes this Workshop Unique?
Customized. Before the workshop, Thiagi interviews representative participants to make sure that the workshop meets their specific training needs and preferences. During the workshop, he continuously collects feedback from participants to fine-tune the design and delivery of training.
Active. Thiagi’s workshops are hands-on, activities-based events. The core of the workshop is a series of relevant, authentic, and engaging training activities, games, and simulations.
Accelerated. Thiagi keeps the participants totally absorbed with a unique blend of expert presentations, reflective discussions, and creative activities.
Functional. Thiagi walks the talk. He uses the techniques that he teaches. Just by watching him in action, the participants pick up several effective techniques.
Authoritative. Thiagi knows what he is talking about. His workshops are based on sound theory, evidence-based principles, and solid experience.
Practical. Thiagi has spent decades in organizational firing lines. He empowers the participants with realistic tools and techniques for immediate use in today's workplace.
Engaging. Thiagi’s contagious enthusiasm, inclusive humor, and irreverent flexibility make the participants enjoy every moment of the workshop.