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The most important piece of the puzzle.

Players realize their shortcomings and The game creates a context which allows
areas of improvement. This builds immersion for players. There needs to be
insightful awareness that comes from a powerful storyline for players to feel
within and marks the beginning of an invested to take action.
effective post-classroom intervention

4. Reflective 1. Contextual

METHODOLOGY 4 KEYS
IMMERSIVE LEARNING
3. Iterative 2. Composite

Iterations allow players to try-fail-adjust and


come up with better ways of handle the The complexity of the game ensures that
situations. The iterations are laced with the players don’t think about anything else
debriefs and facilitated discussions around during the game-play. This surfaces most
how they could have handled the situation natural behaviors and opens the gateway
better. Specifics learning models can be for us to enable awareness for players
introduced here as well
CASE STUDY

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CASE STUDY
client background
Company Industry: IT Services
Size: 1200+
Region: Malaysia
Participant Demographic: MD + Sr. Mgmt

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CASE STUDY
problem statement

Over-Promise, Under-Delivery
The sales team makes big promises but the delivery team isn’t able to follow
through with the same output

Ownership of the Big Picture


When the accounts receivables goes to get the money they are met with lots
of resistance from the client. Accounts receivable doesn’t know who to
involve in the retrieval process (sales or delivery). Thus incoming payments
get delayed dramatically impacting the company’s cashflow

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CASE STUDY

root cause
Phase 1
consultation Accountability
Through consultation phase we met with the core members of the team and
determined what kind of challenges prevailed in the organizational work-life.
We concluded that there was a distinct shift of accountability within the
management team towards one specific person.

But it’s one thing for us to know it’s yet another for them to acknowledge it.

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CASE STUDY
suggested approach
Phase 1 Gamified Learning – Evolve Transcend
proposition

management’s take
Reluctance | Lack of faith in a “fun” way – games |
Disbelief in the methodology
To overcome management’s reservations we showcased our previous
work, case studies and testimonies to help them gain belief in our
methodology of learning

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CASE STUDY
gameplay
Phase 2
intervention Similar behaviors emerged during the game
During the gameplay, we saw all the same behaviors that we had anticipated
them displaying in their real life situations. This became an entry point for us
to bring the group’s attention towards areas of development. Using t-groups
and behavior psychology we developed awareness for the members of the
group

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CASE STUDY
learning outcomes
Phase 2
intervention Awareness
By the end of the classroom engagement, members displayed a heightened
sense of awareness of what they were doing.

Acknowledgement
There was acknowledgement that the problem they’re dealing with is real
and they agreed to do something about it.

Participants agreed that their team was weak in executing strategies and
many of these symptoms were a result of that. This marked the beginning of
the next phase where they would go on to implement an execution
excellence model known as 4DX with our help.

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CASE STUDY
learning implementation
Phase 3
post-intervention 4DX
We engaged with members of the team to help them implement various
elements of 4DX. We asked tough questions and ensured that the team stay
on point to achieve the business outcomes they had set out to achieve

Coaching
Each of the participants also had personal challenges that they needed to
work through. We offered coaching sessions where in they would be able to
continue the personal learning journey

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CASE STUDY
program outcome
Results
C-SAT
Customer satisfaction went up (its to early to tell by what percentage as the
reports have not yet been generated). The complains significantly went down.
The MD was pulled into fewer firefights to resolve disgruntled clients’ issues
etc.

Cashflow
Cashflow increased as the accounts receivables was able to get money from
the client because the client was more satisfied now. And in cases when the
clients still resisted in making payments, the relevant team got directly
involved and resolved delinquent accounts within days.

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EVOLVE VERSIONS

Designed For:
CXOs & Executive Team Designed For:
VPs, Directors & BU Heads
STRATEGIC OFFSITES
MGMT. & LEADERSHIP SKILLS

Leadership Alignment
Vision/Mission Planning Inter-Department Alignment
Annual Strategy Strategic Execution
E.I. (Organization-Wide) Project & Resource Mgmt.
E.I. (Group Dynamics)

Designed For:
New & Emerging Leaders

CORE LEADERSHIP SKILLS

Leadership Essential Skills


Execution Excellence Powered by
Team Management Skills
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E.I. (Self Awareness)
QUICK FACTS

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QUICK FACTS
gamification
long-term intervention that gamifies a process to influence your
daily life. It’s an overlay onto real life and attempts to change the
meaning behind your purpose for taking on a task

VS
gamified/immersive learning
short-term intervention which won’t directly influence your daily-life
but has the ability to create a shift in consciousness through the
process of reflection

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IMMERSIVE LEARNING

THANK YOU
MEMCORP LEARNING AND PERFORMANCE SOLUTIONS
INDIA: Quest Offices Pvt. Ltd., The Parinee Crescenzo,1st Floor, (Opp.
MCA), G Block,Bandra Kurla Complex, Mumbai, Maharashtra 400051.
To request for a demo session in your country or for business contact us Tel: 022 61554 837.
INDIA: +91 9820102287 | MALAYSIA: +60 194149594 | DUBAI: +971 MALAYSIA – IN PARTNERSHIP WITH ILSB: 3301 Menara Keck Seng,
56877988 204 Jalan Bukit Bintang, 55100 Kuala Lumpur
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For more information email us on: info@memcorpibg.com www.memcorpibg.com