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As the new assistant director for training at Conoco Phillips, gamification would be

introduced into the twelve modules that need to be completed in six months. By dividing each

module into levels, the complex becomes more manageable. Hopefully, the training will not

seem so cumbersome and the gamification aspect will provide motivation to each employee. As

Matthew Lynch suggests, each task will be treated as an achievement and a method of tracking

their progress. (Lynch, 2017) Gamification could be a useful technique for the following reasons:

 Gamification easily piques interests. It does not have to be complicated, merely engaging

with the audience. Something that can be a little bit challenging and hold a reward can go

a long way in being able to provide an appealing learning environment.

 Repetition in any form of learning can help with information retention.

 Gamification can make the process of learning fun and, hopefully, not boring.

 A feeling of accomplishment throughout the process and not just at the end will keep the

motivation going.

 The sooner feedback is provided, the quicker the player can adjust their techniques to

succeed.

Conoco Phillips will have the following challenges in using gamification:

 The program designers that are used must be effective in understanding the fundamental

principles of gamification, so the end result of the design is well received by the intended

audience.

 Another challenge is cost. If the design requires a certain platform and the company

cannot afford it, they may choose a product that offers less options. The specifications
may be too complicated to design or designers just are not sure what the gamification

product should do.

 If the design does not meet the common gamification principles, such as what Dichiva

Darina from the Computer Science Department at Winston Salem State University

formulated, the gamer will not continue to engage or will become frustrated. If the learner

does not have the freedom to fail, or they do not receive “gratification through instant

feedback" in the game, they lose the enthusiasm to continue or they become easily bored,

and their attention will wander causing the training modules to be less effective. (Cujba,

2020)

Since the training is mandatory and Conoco Phillips wants it to be successful, it is necessary

to pique the interest of the employees, so that they do not think of the training as just another task

that is mandated of them. Using gamification will provide the necessary repetition, so there is

retention of the information. The fun aspect of gamification will help to pique the interest of each

employee and make them desire to finish the modules, in order to earn rewards. Gamification

will provide a higher feeling of accomplishment as employees finish each game and earn

rewards. The gamified learning modules will provide instant feedback, which will, in turn, cause

them employees to work toward success of the modules and not just completion.

Gamification of the twelve training modules will give Conoco Phillips a successful way to

help and encourage employees with learning gaps.

References
The Tech Advocate. (2021, September 12). Thetechadvocate.org:
https://raccoongang.com/blog/designing-efficient-elearning-gamification/
The Tech Edvocate. (2021, September12). Thetechedvocate.org:
https://www.thetechedvocate.org/gamify-your-own-personal-learning-experiences-and-
watch-what-happens/

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