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"Gamification Entries 

Entry # - Game 016

By:  Mercer City Sales



Entry # - Game 013

By:  Designing Digitally, Inc. - Financial Literacy

 


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Entry # - Game 010

By:  Arcadia Consulting

 


Other Noteworthy Entries in This Category

Description (provided by submitter):  The Challenge:  Mercer is a global consulting company that works with their clients to create secure and rewarding human resource solutions. Mercer employees learn to anticipate the needs of their clients and overcome obstacles. Sales employees use Mercer Principles to delve deep with their clients, and that kind of training takes time and money.     While training used by Mercer covers a wide range of methods and technologies, they were seeking a more creative and engaging solution that would help augment their current sales training. With training that is more fun and entertaining, learners are more enthusiastic about their training and are able to retain knowledge from their classroom experiences. Although the new solution would be used to keep employees interested while training, it would be used alongside Mercer’s in-classroom training.     The biggest challenge for helping Mercer meet their own goals was converting the complexity of real world sales into an engaging Serious Game. When it comes to interacting with other people, there are many intricacies, especially in a business environment.        The Solution:  To develop interactions that simulated the involved relationships between sales employees and clients, DDINC dissected the basic learning objects from the classroom training. This allowed us to create several different types of game-like interactions. These interactions gave us a more interesting environment to present situations to the sales employees while still teaching them how to succeed.     Using a game-based simulation, DDINC crafted realistic sales situations with fictional companies to challenge learners as they worked towards making a sale. As learners complete more meetings, more companies are unlocked, giving them access to even more situations to experience. Learners are able to see how successful they were in recognizing a client’s needs by seeing a score at the end of each interaction. Through their client book, learners are able to see their average and overall score for the whole game. This score can be used to help motivate the learner to their best and strive for 100% mastery.     In a prototype DDINC originally developed, the game environment was 3D and more of a bird’s eye view of a city. However, concerns for user experience when it came to moving about the city, and limitations of the LMS and platform, resulted in a more flat, 2D design that matches Mercer’s updating branding style. With the high contrast, colorful design, DDINC was able to create a style that was easy for learners to look at and navigate.        The Results:  Mercer has plans to steadily roll out the training in phases. Key Stakeholders and training personnel were part of Phase 1, which gave them an opportunity to provide higher level insight and revisions to help improve the game and implement new features. Now in Phase 2, the training is being evaluated by a larger group, including members of the target audience. For Phase 3, the Mercer team will decide if more modifications are needed or if it’s time to move onto the next phase. Eventually the game will be available to more than 10,000 Mercer employees, and made a focal point of new hire training.   

Description (provided by submitter):  COMPETITIVE DESIGN  The digital game is a nice trip around a set of planets. Landing on each planet the user can assess, map and evaluate a specific digital or technological set of skills to it related.   REWARDS (badges, actual stuff, etc.)   The user, during the use of the digital, has the possibility to:  •    Get points at the end of each response and verify, by means of a dashboard, the level of acquired skills  •    Get points by categories   •    Indicate, before playing, his level of knowledge to compare it with the final result level  At the end of experience, users acquire a score a badge of the skills level of expertise.  LEARNER REPORTING (let me see how I’m doing)  The game is built on the space tour’s metaphor among the various technological and digital innovations.   Each technology is metaphorically represented graphically by a planet, and it consists of a series of activities: quizzes, closed questions, interactive video, drag and drop operations, etc.  The user interacts and obtain instantly a feedback (about the correctness of his or her action). For each action there is a counter that tell to the user how many question is done over the total number. At the end of each planet experience the user has got a score and can watch a video that better explain the topic assessed. The journey is also a dashboard in which for each planet visited it is associated the score obtained. At the end of the game the user wins a badge that shows the expertise level reached.  AGGREGATE REPORTING (how am I going against a larger group, leaderboards, etc.)  It is possible to implement the Digital Game in an LMS environment and then using the analytics kit built in. very common request is to have a leaderboard with the scores per user or per topic.   CONNECTING GAMING MECHANICS WITH PERFORMANCE  The Digital Game uses gamification’s mechanics: points, levels, rewards, badges and leaderboard. Each user brings points in line with correct or incorrect answers, the final score defines the level of experience reached. Moreover, it is possible to implement the Digital Game in an LMS environment, that gives the possibility to have statistics about the all users with the possibility of comparisons.   INNOVATION BONUS (something unique, innovative)  The digital game is innovative because it joins gamification mechanics, bite sizing contents, visual storytelling methodology. This approach helps people to learn from the game (without the anxiety of living a test).

Description (provided by submitter):  Learning programs aren’t broken, but that doesn’t mean we can’t make them better. And that’s what mLevel is all about. mLevel is a microlearning solution that produces more effective learning outcomes by improving knowledge retention and skill application. With mLevel, you gain a measurable understanding of what your learners do and don’t know by leveraging highly interactive learning activities to promote lasting results.  mLevel helps learners elevate their knowledge and skills through an engaging learning experience that promotes rapid time to performance. 

Entry # - Game 017

By:  mLevel

 


Description (provided by submitter):  The Challenge:  New Hampshire Housing Finance Authority (NHHFA) contracted Designing Digitally, Inc. to develop a program that would guide students through achieving financial freedom by managing their money and improving their credit. NHHFA knew that their students needed a push in the right direction to keep them focused on their financial goals. With a developed training program of nearly 10 learner hours, the challenge was to not only provide the student with engaging information but to keep the student coming back.    The Solution:  Designing Digitally, Inc. designed a secure website specifically to provide students with financial education, but also included activities and coaching to make learning rewarding and fun. By using a board game concept, students are faced with challenges and incentives throughout the training to keep them engaged with each lesson.    Students work through a mock scenario of paying off their debt and saving their money to purchase a house and car at the end of the program. Students start by answering some preliminary financial questions. If answered correctly, the student is rewarded. From there, the student views the information for that financial topic and is then provided a bonus question. If answered correctly, students receive a bit of extra money for scenarios such as having a yard sale or inheriting money from their uncle. If answered incorrectly, money is deducted from their savings for an unexpected expense such as new tires or medical bills.    When the student completes the program, they will purchase a house and car depending on how much money they’ve accumulated throughout the game. Students will then have the ability to enhance their home and yard using a 3D simulation. This simulation lets the student customize aspects of their home with their additional savings. Students can add a garage, patio, and even a backyard pool!    To help students succeed, the website also includes a number of tools, such as an expense tracker, discussion board, periodic savings calculators and more.    For the website administrators, we’ve included reporting features within the site to detail student progression and learning capacity.     The Results:  New Hampshire Housing Finance Authority has an engaging financial training program that allows their students the ability to learn at their own pace and from their own home. With a sense of security, students can safely input their financial information along with having the option of their coach reviewing their budget and family financial goals. Coaches encourage their students by providing them with resources and important information throughout the program. To date there has been over 10,000+ people that have went through this learning experience.