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APPLYING GAMIFICATION:

Race to the Finish


LTDE 5350 GROUP 3
Antonio Salinas, Christel Hughes, Cynthia Scott, and Denise
Samarakone
Race to the Finish
Overview 1. Scenario
2. Learning Objectives
3. Target Behaviors
4. Players
5. Gamification Solution
6. Feedback Loop
7. Benefits & Challenges
8. References
The training director for Conoco Phillips has been
Group 3 Scenario asked to develop some sort of training to address
specific skills gaps for current employees.

They have identified the skills and the curriculum


from an outside vendor and it can be done online.
He wants to make sure the employees don’t see
the additional training as a chore but would like to
have everyone complete the twelve modules in the
next 6 months.

You were just hired as an assistant director and


he’s asked you to make this project your top
priority. You’ve been waiting for the opportunity to
use some of the gamification ideas you learned
about in your classes- how will you approach this
project?
Learning Objectives 1. Access LMS to complete required modules.
2. Employees will successfully complete
training modules at their own pace during a
6 month period.
a. Each module will introduce topics
ranging from sales to client relations
to employees with different skills.
3. Company’s tools and resources will be
offered to complete each module
successfully.
4. Employees will increase skill level in areas
related to learning modules.
a. Learners will advance through levels
and can earn “level up” shortcuts
Target Behaviors ★ Being able to streamline the learning
process toward a collective goal.
★ Advancing through the game by leveling up
and earning secret bonus boat rooms
○ As each activity is completed the
Oil boats will get closer and closer to their
et the
og goal.
Rig t
il ○ Taking smaller steps to get to larger
th eO
to rewards.
ace
t y to R ★ Using resources to the best advantages.
t i vi
Ac ★ Providing reinforcement to create a positive
outcome.
★ Learning to collaborate.
Players The PLAYERS of The Race to the Finish Line are
comprised of Conoco Phillips coworkers from all
stages of tenure and departments representing
the various learner types:

● Explorers - Risk takers


● Achievers - Motivated learners
● Socializers - Dependent, emotional, or
unmotivated learners
● Gaming Destroyers - Confident learners
needing a challenge

We will assess each learner’s present and learned


knowledge through game modules that can be
Conoco Phillips employees are about accessed via cell phone or laptop.
to embark on a gaming journey to get
their boat to the oil rig first.
Gamification Solution RACE TO THE FINISH LINE

Each learning module will consist of assignments


where successful completion will move the player’s
boat toward the finish line (an oil rig). Each of the 12
learning modules has a corresponding place on the
race course (Gulf of Mexico).

Once a player’s boat reaches the oil rig, the player will
be assessed by a game of Kahoot! The Kahoot! game
will recognize the top players on its game podium.

Motivating each employee are the prizes that can be


won.

● Earn time off


● Advance to hidden levels
● Team rewards
Feedback Loop Goal: Employees are given activities and questions
to answer correctly on their phone or laptop.

Action: The employees will be called to action


through the activities and questions for each
module and through the Kahoot! Game at the end
of the six months.

Feedback: When the correct answer is given,


students will know that they have entered the
correct answer as their game playing piece (boat)
will be moved one space closer to the oil rig.

Motivation: The prizes will drive the motivation


initially. The race to the finish line will keep the
motivation, as well as the podium for the final
Kahoot! game.
Benefits Challenges
Freedom to fail - Low level risk Low motivation & enthusiasm

● Multiple attempts to succeed ● Apathy

Rapid feedback- Reward (Boat advances to oil Skill level variance


rig)
● Gaming and job knowledge gaps
● Individual & team rewards; bonuses
Anxiety
Progression -Visual assessment
● Repercussion of failure
● Leveling up options to earn extra points &
prizes Time constraints

Storytelling - Builds structure ● Other project deadlines & commitments

● Participate in the success of the story


- Dichiva Darina from the Computer Science Department at
Winston Salem State University
References Pandey, A. (2021, May 12). 5 killer Gamification examples to enhance the
impact of your corporate Training (updated in 2020). eLearning Industry.
https://elearningindustry.com/gamification-in-the-workplace-reshaping-corpor
ate-training-5-killer-examples
.
Ultimate design guide to ELEARNING gamification in 2020. screen_png. (n.d.).
https://raccoongang.com/blog/designing-efficient-elearning-gamification/.
Cartoon oil Rig vector images (over 520). VectorStock. (n.d.).
https://www.vectorstock.com/royalty-free-vectors/cartoon-oil-rig-vectors.
Oil tanker Ship Evergreen 3d Model #AD, #Tanker#Oil#Ship#Model: Tanker ship,
oil TANKER, model ships. Pinterest. (n.d.).
https://www.pinterest.jp/pin/860539441281470756/.
Oil rig images.
https://www.gograph.com/vector-clip-art/offshore-oil-rig_6.html.
Challenge vector images (over 520). VectorStock. (n.d.).
https://www.gograph.com/vector-clip-art/challenge.html

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