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Assessment

Topic: Training and Development of Human Resources

Activity: Training Gamification Exercise Plan

Deadline: October 4, 2023

Rationale: Training gamification exercise is a powerful tool that leverages game elements to enhance
learning and engagement in educational or professional settings. It capitalizes on intrinsic human
motivation for challenges, rewards and competition. By incorporating elements like points, leaderboards,
badges, and levels into training programs, participants are more likely to remain motivated, stay focused,
and retain information. This approach also promotes a sense of accomplishment, which reinforce
positive learning experiences. Overall, the rationale behind employing training gamification is to create
an enjoyable and effective learning experience that maximizes participant retention, engagement, and
application of the material.

Direction:

1. Create a group that consists of 5 members only.

2. Design your Training Gamification Exercise Plan with the given format and example.

FORMAT:

a. Define Learning Objectives: Clearly outline the specific goals and learning outcomes
you want to achieve through the gamification exercise. This ensures that the game aligns
with the training’s purpose.

b. Choose a game Format: Decide on the type of game that best suits your training
content. Options included quizzes, simulations, scavenger hunts, role-playing, or
interactive storytelling.

c. Select Appropriate Game Mechanics: Identify the game elements you’ll incorporate,
such as points, badges, leaderboards, challenges, levels, or rewards. These should align
with your learning objective.

d. Implement a Reward System : establish a system for recognizing and celebrating


achievements. This can include virtual badges, certificates, or tangible rewards for
exceptional performance.

3. I will be selection the best training gamification plan in every group, and the chosen plan will receive
the highest grade , and we will execute the plan.
Example: TRAINING GAMIFICATION PLAN FOR A Customer Service Workshop

Title: Service Excellence Quest

Objective: Enhance Customer Service skills and knowledge through interactive gamified learning.

Duration:2 days-workshop

Game Elements:

1. Points System: Participants earn points for completing task, answering quizzes, and demonstrating
excellent customer service.

2. Badges:

 Active Listeners
 Problem Solver
 Empathy Champion

3. Leaderboard: Displaying participants points in real-time to encourage friendly competition.

4. Scavenger Hunt: Participants search for hidden customer service tips and best practices throughout
the venue.

5. Role-Playing Challenges: Participants act out various customer scenarios and receive feedback.

6. Customer Persona cards: Each participant receives a card representing a different customer persona
with specific needs and expectations.

7. case Studies: Participants work in teams to analyze and solve real-world customer service challenges.

Day 1:

1. Morning Session(9:00 AM-12 PM)

 Introduction to the “Service Excellence Quest” and explanation of game elements.


 Interactive workshop on active listening and empathy skills
 Role-playing- exercise to practice new skills.

2. Afternoon Session )1:00 PM-4:00 PM)

 Scavenger Hunt to find customer service tips


 Case study analysis in teams, with point awarded for innovative solutions.
Day 2:

1. Morning Session (9:00 AM-12 PM)

 Review of Day 1 activities and points earned


 Customer persona role-playing challenge for practical application of skills

2. Afternoon Session(1:00-4:00 PM)

 Group Activity: Create a customer service improvement plan


 Awarding of badges and recognition of top performers on the leaderboard

Scoring:
1. Point earned throughout the workshop contribute to participants overall scores.
2.Badges are awarded based on specific criteria met during activities.

Leaderboard:
1. Updated in real-time to create a sense of competition and motivation.

RUBRICS

CRITERIA Exemplary Proficient Basic Limited Not Evident


(8 pts.) (6 pts.) (4 pts) (2 pts) (1 pt)
LEARNING Demonstrates Shows strong Partially aligns Demonstrates No alignment
OBJECTIVES exceptional connection to with learning little alignment observed.
ALLIGNMENT: Clear alignment with stated objectives objectives With learning
alignment with stated learning objectives.
learning objectives objectives.
ENGAGEMENT AND Provides highly Offers a Provides Engagement No evident strategies
MOTIVATION: engaging and compelling plan somewhat strategies are for engagement.
Effectiveness in motivating that is likely to engaging plan, minimal, may
capturing and gamification maintain with potential struggle to
maintaining plan, likely to participants for sustain interest
participants interest captivate interest improvement in
and motivation. participants throughout. capturing
interest.
CLARITY AND Provides Offers clear Instructions are Instructions are No clear instructions
INSTRUCTIONS: Clear exceptionally instructions, with generally clear somewhat provided
and comprehensible clear and concise minor room for but may require unclear and
instructions for instructions, improvement in some may confuse
participants to ensuring clarity. additional participants.
understand and participant clarifications.
engage with the understanding.
gamification
elements.
BALANCE OF GAME Achieves ab Strikes a good Contains some Game elements Game elements are
ELEMENTS: outstanding balance between game elements, may not effectively
Appropriateness and balance, game elements but the balance overshadow integrated
balance of game enhancing and content, may require the content,
elements (e.g., learning without though slight significant requiring
pointsm, challenges, overshadowing adjustments could adjustments. substantial
rewards) to enhance content improve. refinement.
learning without
overshadowing
congtent
ADAPTIBILITY AND Demonstrates Provides a plan Attempts to Shows minimal No evidence of
ACCESSIBILITY: exceptional that is generally address consideration consideration for
Consideration for consideration for inclusive, with diversity but for diverse diversity and
different learning diverse learning some room for may need learning needs. accessibility.
styles, abilities, and styles, abilities, improvement in substantial
accessibility needs in and accessibility accommodating refinement for
the gamification plan. needs. diversity. inclusivity

Total Score: ________ out of 50 pts.

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