Together with a client we are embarking on research to verify if our gamified learning solution is actually more effective than the non-gamified learning resources. In my quest to prepare for this research I reached out to a number of academics in this space in the US, which surprisingly lead to some rather direct variations of ‘please get lost’. Only not expressed in such words.
My list of connections hasn’t been exhausted yet and some of the UK based academia have been much more friendly and at least willing to engage in conversation. It is one thing for academics to criticise that our field hasn’t been researched enough but then in the same sentence refuse to work with practitioners who actually are willing to engage in research, I find dumbfounding.
We will still go ahead with our project regardless of academic input. It is both in the interest of our work and that of our client too. What we are looking to get input on, is research methodology for short term research and what variables to test for.
The obvious items we want to discover is whether the learner indeed retains more information with gamification. We would like to find out which of the game mechanics we used actually stood out and made a difference to the learner as expressed by the learner.
Due to time constraints the sample may be small for now and very targeted at our clients target audience. It also means we may need to keep the testing relatively limited.
So a question to all my readers, what would you test and want to find out from research on the effectiveness of a gamified learning solution?
Gamification stuff we love: Perkbox
In our work in employee engagement, we often get asked the question how can we offer something different to pay based rewards. This question then often leads to the suggestion of creating virtual coins that people can earn for activities and managers can use to reward team members with. The next question then is how can organisations then offer meaningful gifts for their people, and I have often suggested to think of local providers. Perkbox however offers companies a way of adding a large amount of options to a virtual coin based reward store.
Perkbox wants to put smiles on the faces of employees. Their membership based structure allows organisations to offer a benefit portfolio that they wouldn’t be able to offer if they had to source all the agreements individually. I see it as a potential plus for both the attraction and retention of talent. In one of my first jobs ever, I was told I had x number of £ to spend on my benefits and then I was given a store like Perkbox to allocate my benefit pot to.
Although the company don’t strictly offer gamification, I see it as a potential plus offering to build into a comprehensive employee engagement strategy and use Perkbox as the actual stores for virtual rewards and for some people having so much choice in terms of benefits may sway the candidate choosing your company over another.
How would you use it in your gamification for employee motivation?
Podcast: Play in new window | Download
Welcome to the first episode of the Gamification Nation podcast. It’s an exciting new way for me to connect and share with you in audio format. We’ve been hard at work to get this launched and I’m thrilled that we are finally out with this first episode.
In this episode, I share with you the most common question on what is gamification and why it’s essential in this modern day. How you can use this to advance your business and more.
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