Boost Fertility New Invention Ups Success Rates.pdf
GamEffective's Triggers, Learning and Campaigns Webinar
1. WEBINAR
Triggers, learning and campaigns: the future
of gamification at work?
How next generation performance management and learning systems use
triggers and other real time data to achieve meaningful outcomes at work
Roni Floman, VP Marketing
2. AT-A-GLANCE
• Next-Gen Performance Management & Learning
• Real time performance feedback
• Continuous performance improvement
• Meaningful gamification, not game-based
• Driving performance, motivation and knowledge
• SaaS based, mobile & desktop
• Deployed with tens of thousands of users worldwide
4. • FEEDBACK
Immediate and relevant
• CLEAR & PERSONALIZED GOALS
Aligned with their ability to deliver
• A DIALOGUE RE:PERFORMANCE
With their manager
• RECOGNITION
Motivation and a sense of achievement
• EXPECT LEARNING
Millennials expect skill development @work
EMPLOYEE WORK
EXPECTATIONS HAVE
CHANGED
YET MANAGERS ARE FINDING IT
DIFFICULT TO DRIVE BEHAVIOURS
5. GAMIFICATION:
A GAME AT WORK?
Dr. Karl Kapp:
“Using game-based mechanics,
aesthetics and game thinking to
engage people, motivate action,
promote learning, and solve
problems”
6. A New Way of Managing Employees
Goals, real-time feedback and recognition
Personal Goals
Personalized targets
& benchmarks
people understand
Feedback
A real-time fitness
tracker for work
Gamification
Engagement, social
proof and fun
Learning
In-class and
on-the-job
7. A FITNESS TRACKER FOR WORK
Goal Setting
• Personalized to fit each employee based on
skills, environment etc.
• Dynamic, adapting to changing business needs
Feedback
• Real time
• Tied into learning, for course correction
Result: motivation and continuous improvement
9. Many gamification professionals seem to believe that if you put
points on something boring, add some badges, and provide a
competitive leaderboard, that once boring product will
automatically become exciting
Yu-Kai Chou
http://yukaichou.com
10. ADVANCED GAMIFICATION
On top of unique narrative-based
gamification:
• Bet on Yourself: a mechanism
for boosting engagement and
encouraging self-reflection on
performance
• Golden Question: a surprise
question prompting learning and
better engagement
• Virtual store: enabling physical
rewards
11. THE NEW WORLD OF PERFORMANCE
GOAL SETTING Annual, quarterly Daily
TIMING One-off Daily feedback
ENGAGEMENT ? 60 - 90%
LEARNING Different silo Integrated
ADMINISTRATION Laborious, system of record Automated
CULTURE Goal setting irrelevance Transparent
13. LEARNING INSIDE: A
DAILY DOSE
• Prompt learning based on
performance in real-time
• Research proves that
repetition creates double or
triple the knowledge
retention
• + 70% engagement with
learning materials
14. LEARNING, ON
THE JOB
• 3-5 minutes of content nuggets,
daily
• Spaced repetitions
• Retrieval practice
• Quizzes and “question banks” –
easy and effective
15. PERFORMANCE TO
DRIVE LEARNING
• Tie KPIs to learning: just in-
time and contextual learning
• Boosters
• Next Best Action
• Push learning based on actual
performance, behaviors, user
feedback & more
• Use trigger mechanisms
16. THE NEW WORLD OF LEARNING
CONTENT Courses, in-class Micro-based
TIMING One-off Continuous, daily
ENGAGEMENT 2-20% 90%
PERFORMANCE IMPACT Measured post-facto Always measured
ADMINISTRATION Laborious, system of record Automated
CULTURE L&D unimportance Learning everywhere
20. TRIGGERED FEEDBACK
• Segmented communications based on actual achievement level
• Positive feedback mechanism
• Pointing out areas for improvement
• Nudging towards the next best action
• Near Real-Time
22. ENGAGEMENT AUTOMATION
• Create sustained & impactful
employee communications:
• Positive feedback mechanism
• Nudging employees towards the
next best action
• The GamEffective Rule &
Notification Engine can be easily
configured to drive several
points of interaction
• Define triggers: employees with X
result in Y KPI to get Z notifications
& prompts
23. Define desired
outcome
•What would you like to
happen
Select Audience
•Define your target
segment
Choose Triggers
•When would this need
to happen
Test & optimize
•Did the trigger have the
desired outcomes?
USING TRIGGERS IN PRACTICE
28. GUIDED ADAPTATION: A DIALOGUE RE:WORK
• Moving to continuous learning and/or improvement by:
• Providing employees with data about performance and learning
• Building learning and performance into work itself
• Collecting performance data and feeding it back
30. OTHER USES: BEHAVIORAL CUES
• Working Indian men (aged 35—55 years) with
impaired glucose tolerance were randomly
assigned to either a mobile phone messaging
intervention or standard care
• “TAKE THE STAIRS”, “DON’T EAT IN FRONT OF TV”
• Risk of developing Type 2 diabetes reduced by
36%.
Ramachandran, A. et. al. Effectiveness of mobile phone messaging in prevention of type 2 diabetes by
lifestyle modification in men in India: a prospective, parallel-group, randomised controlled trial The
Lancet Diabetes & Endocrinology, Early Online Publication, 11 September 2013 doi:10.1016/S2213-
8587(13)70067-6
Link to Abstract: http://www.japi.org/december_2013/25_abstract_efficacy_of_mobile.pdf
31. ENGAGING
EMPLOYEES AND
THEIR MANAGERS
• The Manager Module allows the
team lead to enter into a personal
dialogue with employee
• Driving engagement, learning and
better oversight
• Recognizing and celebrating success
• Coaching & giving feedback – prompted
through engagement automation
32. ADDRESSING ENGAGEMENT
• Gamification and feedback on web & mobile
Systems of engagement & enablement
• Use insight to adapt learning/performance tasks and
apply additional engagement activities
Systems of intelligence & automation
• ERP, CRM, LMS, HCM
Systems of record
DIGITALENGAGEMENT