Game-Based Learning in Public and Private Sector Performance Management Initiatives-Increasing Engagement, Learning, and Retention

Game-Based Learning in Public and Private Sector Performance Management Initiatives-Increasing Engagement, Learning, and Retention

23-24 April 2017, Manama – Bahrain

gamification

Objectives

Games provide immediate feedback, which has been proven to be more effective and efficient than traditional learning strategies, while exhibiting many complementary values associated with micro-learning; knowledge transfer and exchange; and coaching and mentoring. Virtual environments (Virtual Reality (VR)/Augmented Reality (AR)/Mixed Reality (MR)) and simulations are very effective at increasing employee engagement and customer retention. When contrasted with traditional performance management and learning strategies, the immersive nature of serious games, simulations and game-based learning exhibit increased learning uptake, focus, and outcomes, along with customer satisfaction and loyalty. At the same time, card-based games, 2-dimensional, and 3-dimensional serious games can present employees with compelling challenges and quests set within realistic experiential environments. Gamification may be defined as the process of integrating game theory and design, game elements, game aesthetics, and game mechanics. Gamification of processes, products, and services increases engagement in employees, managers, and customers.

The results can be demonstrated in terms of:

  • creative thinking, 
  • effective and efficient workplace and customer service activities,
  • improved participation and loyalty,
  • increased knowledge acquisition and application within educational and learning activities,
  • increased performance management, 
  • innovative business practices, and
  • organizational and cultural transformation.

Gamification in private, non-profit, and public sector initiatives builds passion, rigour, organization, discipline, resiliency and grit. Simulations support the construction of immersive experiential learning environments. Gamification in businesses is not just the triggering of “funification” of the work activities.

Gamification creates a foundation for:

  • cultivating leadership, teamship, followship, collaboration, and communityship traits;
  • improving soft skills, individual, and business unit performance;
  • focusing attention upon the workplace through personal and team reflection that can be described in terms of affect, behavior, and cognition (ABC);
  • achieving learning and performance outcomes and goals.

Gamification in business must align with the learning goals and outcomes of training and development, and clearly demonstrate that learning can be evaluated and achieved. Serious games-based experiences drive personal change and transformation by generating an attitude of acceptance of the challenge and constant innovation through participant commitments.

Key Outcomes
  • CONTEXT: Acquire a hands-on context for positioning gamification, serious gaming, and simulations within the learning framework associated with your enterprise, public sector institution, non-profit organization, or institution of higher education.
  • INSIGHTS: Develop insight into why gamification has become so relevant to educating and engaging Gen, X, Gen Y, and Gen Z— Millennials in emerging customer arenas, knowledge-based workplaces, and the classrooms.
  • EXPERIENTIAL LEARNING: Experience useful exemplar games and simulations for team building, leadership, communications, and entrepreneurship/intrapreneurship.
  • DIY (DO IT YOURSELF): Experience the goal of building your own games and testing them with other like-minded “gamers.”

Participants

Thought leaders who need to interact and build relationships with Gen X, Gen, Y, and Gen Z—Millennials:

  • executives,
  • business managers,
  • training and development professionals,
  • project managers and team leads,
  • senior instructional designers,
  • human resources directors and trainers,
  • entrepreneurs/intrapreneurs, and
  • higher education instructors, administration, and staff.

The participants will experience gamification in the “raw.” Principles, processes, methods, approaches, and techniques will be conveyed in a structured fashion to participants for their potential re-use. Serious gaming can be relevant to hard skills development, (such as accounting, finance, and operations); but the audience will be exposed initially to soft skills development in this workshop.

Prerequisites

Participants do not require any technical or IT experience, except the capability to interact with physical games and online simulations/games through a Windows or Apple Mac user interface. No specific knowledge of game design is necessary to participate. For each afternoon half of the days, participants will identify and build out an idea for a serious game associated with their business, educational, or public sector environments.

Course Material and Completion Credentialing

Included in the course fee, the following learning materials will be provided:

  • All games, game pieces, timers, boards, etc. will be provided by the facilitator. The facilitator will provide basic foundational material for game theory and design, game elements, game aesthetics, and game mechanics.
  • All overhead slides/transparencies.
  • Case studies (print and video) used in the course.
  • Upon completion, learners will receive a certificate and digital badges that may be displayed on their personal/corporate website.

Audio/Visual and Computer Requirements

Ideally, each participant will have wireless internet access and laptop/netbook power at each team table, since the workshop will include accessing internet-based applications central to the workshop and laptop use will be for personal/team gaming purposes.  A digital projector is necessary. Windows and Mac laptops will be supported.

Facilitator

Dr. Michael J. D. Sutton
Chief Gamification & Knowledge Officer
FUNIFICATION LLC
United States

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