17. Question: Fact or Fishy:
How many times a day does the average
person check their cell phone?
18.
19. The average person in the US checks
their cell phone 150 times a day that’s
about 9 times an hour.
People send or receive an
average of 41 text messages
per day.,
Smartphones users spend
over 2.5 hours a day on their
phones—32% of that time
playing games.
20. Wait, let me send a text about that
interesting statistic?
22. “A study of 2,300 people found only 6%
of organizations are successful in
influencing behavior change among
employees.”
--Al Switzler
23. According to Gallup, 7in 10 American workers are
“not engaged” or “actively disengaged” in their
work.
This means they are emotionally
disconnected from their workplaces
and less likely to be productive.
29. Gamification takes advantage of
many powerful instructional and
behavioral phenomenon.
Two such phenomenon are:
Retrieval Practice
Spaced Practice
30. Combining Spaced Retrieval and
Retrieval Practice is really
powerful.
One study in the subject of Anatomy and
Physiology revealed retention benefits of
between 35% and 61% with average of
41%.
Dobson, J. L. (2013) Retrieval practice is an efficient method of enhancing the retention of anatomy
and physiology information Advances in Physiology Education 37: 184–191, 2013;
doi:10.1152/advan.00174.2012
33. Lowered risk of developing
Type 2 diabetes by 36%.
Ramachandran, A., et. al.., Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle modification in men in
India: a prospective, parallel‐group, randomised controlled trial The Lancet Diabetes & Endocrinology, Early Online Publication, 11
September 2013 doi:10.1016/S2213‐8587(13)70067‐6
38. A video game for change that provides
a window into the experience of the 2.5
million refugees in the Darfur region of
Sudan. Players must keep their refugee
camp functioning in the face of possible
attack by militias.
39.
40. Playing the game resulted in a greater willingness
to help the Darfurian people than reading a text
conveying same information.
Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of
Communications. 60, 723‐724. Chapter 5 of “The Gamificaiton of Learning and Instruction.
41. Playing the game Darfur is Dying resulted in a
greater role taking and willingness to help than
either game watching or text reading.
Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of
Communications. 60, 723‐724. Chapter 5 of “The Gamificaiton of Learning and Instruction.
45. Pep Boys has over 700 stores in 35 states.
Those stores have more than 7,000 service
bays. Does over $2 billion dollars of business a
year by focusing on meeting the needs of the
do-it-yourself crowd as well as people who
come in for routine and emergency services
and sales to professional garages.
46. Pep Boys wanted to solve two problems—
Reduce Inventory Shrinkage and Reduce
Safety Incidences.
48. Associates received daily
reinforcement of the monthly safety
and loss prevention training.
In a quiz-type game, associates answer quick,
targeted questions related to risk, loss prevention,
safety, and operational policies and procedures—
standard questions in these areas.
49. If they answered correctly, they played a
slot-machine game titled “Quiz to Win” for
a chance to win cash prizes
If answered incorrectly, the system immediately
presented a short training piece.
Questions repeated at various intervals until
the associate demonstrated mastery of the
topic.
50.
51.
52.
53.
54.
55.
56.
57. Associates spent 30-60 seconds each
day either at the beginning of a shift or
during downtime throughout the day.
63. Deloitte has over 50,000 executives in over 150
countries who can partake in the Deloitte Leadership
Academy (DLA) which delivers lessons and insights
from some of the world’s best known business schools
and global leaders, such as Harvard Business
Publishing and Stanford. DLA enables executives to
develop skills and stay connected to other executives.
64. Challenge was how to get executives to take
valuable time out of their busy schedules to
actually sit down and fully engage with the
leadership content.
72. The Stockholm School of Economics is a business
school recognized by the Financial Times to be
one of the finest in Europe.
73. Potential students from less wealthy families had
trouble covering their studies. The alumni
community and the school wanted to provide
scholarships for those in need.