After long researches and discussions, we have come to the conclusion to train our employees about our retail banking products and services via a new generation learning tool in addition to our conventional learning methods. Here is the rationale for the use of a learning game to meet the requirement:
• Internal audit reports and the result of the mystery consumer researches showed that our employees needed support about …show more content…
fast changing and wide range of retail banking products and services in order to improve our excellent consumer focused services we offer to our clients.
• Classroom training has advantages such as providing human touch or teaching employees away from the pressure of the work environment. On the other hand it means bringing thousands of employees from all around the country to the head office, spending millions for travel and accommodation expenses. Besides, classroom training means you have to pull employees off the job as well.
• Despite the advantages it has, eLearning doesn’t provide human interaction, as it is a solo act.
These disadvantages usually demotivate employees. We checked out our eLearning catalog, which includes over 60 online courses. The results showed that online courses had a limited effect on our employees, in the respect of the attraction. We decided to offer our employees an engaging and more efficient way of learning which is likely, that learners would be motivated to self-study.
• Exploring ways to reach an increasingly wired workforce accustomed to anytime, anywhere access to information, and to each other, serious games appeared to be the best solution. We decided to support the conventional learning methods with a modern learning tool. Our employees have the possibility to play IsVille at work or at home, while (and/or) they can download the app to their smart phones and tablet PC’s.
• We considered the demographic structure of our organization as well as other reasons mentioned above. 54% of our employees were born after 1980, which means they are generation Y members. In other words, the Millennials, the Tech/Net/Digital Generation. We decided to provide our millennial employees with a more engaging, self-motivating and entertaining learning tool as we know that generation Y members plays games in their daily life quite …show more content…
often.
• Analytics in learning are essential to the success of the project.
The common eLearning solutions provide us only few basic data: Time, date, pass/fail, score, etc. On the other hand the serious game (IsVille) provides for us the data we want to know about the learners. We could track what happens within the game, as well as any additional relevant metrics we need. For example, first version IsVille contains 300 questions. We were able to monitor the players’ behavior and the results: the number questions answered, most common correct/wrong answers, scores, login dates/times, number of unique learners logged in, cumulative total login count, demographic structure, title/position, etc.
• The serious games are getting more and more popular between distance learning tools day by day since they keep the learner motivated and totally focused and engaged in the game when concentrating while studying can be hard, especially when the study material isn't one of the learner’s favorite topics. Besides, the retail banking products and services is a difficult topic for everyone, even though it is the favorite topic of the learner. The topic is just very difficult because Is Bank has a wide range of products and
services.
• IsVille allows adult learners to learn by making mistakes. The game includes plenty of practice exercises, ensuring that the learners are able to fully absorb and remember the answers as they repeat them. As it can be seen later on in the statistics, a participant encounters averagely 3 times each question during the game. Also, game mechanics are developed to make the learners encounter the wrong answered questions more often.