This is the presentation of the webinar on E-Learning Gamification: Five Key Parameters You Should Track & Why. This ppt will provide insights on key aspects to be considered while developing gamified e-learning modules
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E-Learning Gamification: Five Key Parameters You Should Track & Why
1. A Webinar by
Aswani K. Kota
Director, XLPro
E-Learning Gamification:
5 Key parameters you should
track &Why?
www.xlprotraining.com
Feb 02, 2017 Welcome!
3. XLPro Training Solutions Pvt.
Ltd.
Founded in 2005 as “Cynosure Consulting”
Became “XLPro Training Solutions Pvt. Ltd.” in
2011
Core Competency: Corporate E-Learning
Based at Mumbai & Bengaluru (India)
Delivering E-Learning solutions to clients globally
4. Our Capabilities
End-to-end “Turnkey Solutions” in E-
Learning
Gamified E-Learning Solutions
E-Learning Games & Assessments
M-Learning Solutions
Interactive Animation
Wide array of e-learning courses developed
for every context
6. Why do you want to “Gamify”
your e-learning programs?
A Quick Question:
7. The Need to “Gamify” E-Learning Programs
Building expertise with constant
engagement (Repeated play and levels)
Quick knowledge (short time-bound
module)
11. Key Performance Indicators
(KPI)
Always set clear measurable KPI for your
gamified learning modules before you
commence designing them.
Tactical Indicators (Actions that increase
probability of success)
Business Indicators (Indicators of success:
usually a combination of multiple aspects)
13. Rate of Adoption
The number of targeted learners who start using
a new gamified learning intervention during a
specific period of time.
14. Adoption
Adoption Curve
First 24 hours (Like a Bollywood movie)
First week (Followers)
Second week onwards
Technique:
Divide the total number of learners who
logged in by the total number of learners
notified (assuming notification process is in
place properly)
20. That was a Googly!
Never jump to a conclusion
The players’ motivation need not be the
same as your opinion of their motivation
Same applies to Gamification too!
22. Performance
Pre and post gamification assessment with a
control set.
For the same learning content, use a small
control set of people (maybe from the same
pool) to compare the actual effect of
gamification
Focus on Recall and Application
Beware! The results can be negative too:
Interesting “game” but disconnected to content
Boring or difficult “game”
24. Frequency
How frequently did the learners return
back and login?
Contingent Frequency
Controlled Frequency
At various levels. (Track median- to gauge
the “top of the mind recall” and excitement
levels )
25. Caution!
Always cross-tabulate each parameter with key
aspects like location, designation, department
etc. to identify and weed-out unintended biases.
26. Summary : Five Key
Parameters
KPIs
Adoption
Engagement
Performance
Frequency
27. Next Webinar
E-learning beyond modules: Three
interesting solutions you might have missed
out in 2016
February 09, 2017
Time : 1500 hrs. to 1600 hrs. IST
See you next week!