Let us take a closer look on some of the companies that have
already implemented change to their employee training towards eLearning
based.
Cleveland Clinic Foundation did a research for its employee
satisfaction with eLearning within an integrated healthcare delivery
network. Within the article it discussed many regulations and
trainings required by the healthcare facility to provide for it's
workforce and how it has improved through eLearning. An example is the
development of the 5 lessons that teaches the 15 policies of Health Information
Portability and Accountability Act (HIPAA). The 5 lessons are designed into
series of scenario using familiar interactive modalities including
"multiple choice questions", "drag and drop", and
"hotspots". Apart from that, the employees are also required to keep
their skills up to date with the newest equipments and software. Luckily,
Cleveland Clinic provides their employees with extensive training and 24 hour
accessibility to eLearning that can be done during work hours or outside of the
work environment. With this kind of flexibility employees are learning
quickly and satisfied doing so.[1]
http://lumosdigital.com/wp-content/uploads/corporate-training-300x300.jpg |
So he
deployed Envision Telephony' eLearning solutions (supports recording, workforce
management, business intelligent, eLearning and quality monitoring applications
[2]), which within two years the benefits are clear. Quality monitoring
rose from 83% to approximately 90%, while call-conversation rose from 38% to
42%. It would be safe to assume with all the training, the agents are becoming
more comfortable and more experienced.[3]
As the new
generation enters the workforce, organizations like Marriott, Deloitte, Aetna
and even the Department of Defense are using gamification to attract recruits,
develop, and motivate employees. Gamification is a growing interest deriving
from a desire to increase engagement levels among employees. In the
process bring more visibility, openness and a system of
rewards and recognition into the workplace. In a recent Pew
Internet/Elon University report, 1021 internet experts were interview with some university researchers
suggesting that the principles of gamification could actually improve
creativity, learning, participation, and motivation.[4] With
the recent recession and the need for lean management, companies
must find more efficient ways to train their employees. With our non-stop
growth of technology, eLearning has become an important source of the efficient job
training method. Soon job training will be filled with gamification and even
more interesting means of learning methods.
http://images.icnetwork.co.uk/upl/icwales2/feb2013/6/6/welsh-soldiers-take-part-in-computer-style-war-games-408650285.jpg |
Please check out this video of CEO from many different eLearning companies talk about Game-Based Learning:
(Video was unable to connect with the blog, please click the link below)
Question #2 of Week 4:
What are some of you own personal experience with gamification? It could be related to all eLearning experience not just from a job experience.
Source:
I have not had any personal experience with gamification; in fact, this is the first time I have ever heard of it. It would make sense that the military would use first person shooter games for a part of training. This could help test and sharpen skills that are harder to learn elsewhere. I wonder if there are any business-centered professions that use this method for training. For example, a financial analyst training for his/her job at the stock exchange by using some "game" that simulates the market, and they would buy/sell stocks and see if they came out profitable or not. That sounds like it could be a valid tool. What are your thoughts?
ReplyDeleteJust like MarketWatch's Virtual stock profile
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