Digital Transformation and Gamification

Digital Transformation and Gamification

Educause research indicates over 75% of institutions are currently pursuing Digital Transformation (DX) initiatives on their campus, with this number recently skyrocketing due to the immediate shift to remote learning forced by COVID-19.

While Digital Transformation may come in many forms, a core tenant of success is digital literacy and technology adoption. Institutions must prepare long-term strategies for both deploying innovative digital tools and motivating staff, faculty and students to learn, adopt and champion technology. 

Techniques like Gamification can be a game changer for successful DX initiatives by recognizing, engaging and challenging team members to adopt tools.

I recently conducted a webinar talking about the need for digital transformation and how gamification can help. I discussed how digital transformation requires first an Understanding of the processes you'd like to transform and then a Simplification of the process and then, ultimately, the Automation. The U.S.A. Principle-Understand-Simplify-Automate.

Too many institutions of Higher Education start with automation and ignore the first two steps.

Digital transformation marks a radical rethinking of how an organization uses technology, people and processes to fundamentally change it’s performance.
--George Westerman, MIT principal research scientist.


Here are the slides from my presentation.

And click here for presentation. (https://www.kuali.co/resource/use-gamification-for-digital-transformation-in-higher-education)

If you want to know more about gamification, you can check out these resources.

Books

The Gamification of Learning and Instruction

To help provide a solid foundation for gamification and to support the increased use of games for instructional purposes, I began penning the book, The Gamification of Learning and Instruction in 2010 with the publication of the book in 2012. I remember having to "fight" with the publisher to keep the term "gamification." It was really new in the course creator space and received considerable push back from multiple parties.

This book is about the research and studies that serve as the foundation of gamification for learning. I looked at several meta-analysis (studies of studies) and original research on game-based learning to draw conclusions and point to directions for implementing gamification effectively. The book is really aimed at a high level and is foundation, it's not a step-by-step or how-to book, its a conceptual book framing the concept of gamification from a learning perspective.

The Gamification of Learning and Instruction Field Book

Following on the first gamification book, The Gamification of Learning and Instruction, this Fieldbook provides a high level framework and approach for implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice.

It's co-authored with the brilliant Lucas Blair and Rich Mesch who bring their years of game-design and simulation experience to the book. It also features great pieces by Kevin Thorn on storyboarding and Jim Kiggens on managing an instructional game project.

If you are looking for information and advice at a 30,00 foot level about implementing gamification, game-based learning or simulations, this book will be extremely valuable.

Courses

Gamification of Learning

This course provides a solid foundation for understanding the gamification of learning. Examples are provided, terms are explained and a general overview the effectiveness of gamification is discussed.

Gamification for Interactive Learning

Gamification for Interactive Learning is the the "part-two" to the gamification course going a little more in-depth into the types of gamification and discussing different approaches to gamification. It will help you to think more deeply about applying game-elements to the creation of your course.

Sales Gamification

One area where gamification is used frequently is with sales professionals. Gamification has become a large sales enablement strategy but it needs to be done correctly or you could run into problems. This course looks at gamification as a tool to drive sales results and provides guidance and advice on how to do it correctly.

Learning How to Increase Learner Engagement

If you want to add interactivity and engagement to your course offerings but are not quite ready to jump into gamification or if the word "game" is a non-starter with your organization, there are other things you can do to help increase learner interactivity and engagement. This course highlights ways to create engagement both within a classroom setting and online.

On Demand Workshop

If you'd like to learn about any of the following topics below:

  • Microlearning
  • Creating Interactive Virtual Instructor-Led Training
  • Using Game Elements to Increase Learner Engagement
  • How to become a Performance Consultant

You Sign up at this URL: https://tdmentor.learnworlds.com/

Use the code SUMMER20 for a 20% discount.

Bio

Karl Kapp, Ed.D. has been in the field of Instructional Technology for over 20 years as a professor and as a practitioner. During that time, he's shared his knowledge and insights through books, LinkedIn Learning courses, peer reviewed articles, and keynote and presentation sessions at industry events. He's a learning professional who happens to know gamification, online learning and interactive course design. Follow him on Twitter @kkapp or subscribe to his LinkedIn Newsletter "L&D Easter Eggs."

Husam Sa'deh

Lifelong Self-Learner | Data Analyst | Problem Solver

1 年
回复
Mersiha Kova?evi?, Ed.D.

L&D | Leadership Development | Higher Ed

4 年

A very interesting and timely article, Karl Kapp. The links to the presentation recording and the sign up button are not working for me, unfortunately. Could you repost them in the comments, please? Thank you.

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