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Contents
Introduction............................................................................................... 3
Part 1: Benefits and Costs of Learning.......................................................4
The Value that Learning Produces........................................................4
How Much Are Employers Really Investing in Learning?.......................5
Part 2: The Sources of Economic Return....................................................6
It is a Complete Mind, Body and Soul Game...........................................7
The Game is based on behavioral research..........................................10
Instrument Design and Validation.........................................................10
The Game sits on Learning Management System.................................12
The Games Learning Effectiveness......................................................14
Why is Blended Learning Superior?......................................................16
Part 3: The Return on Investment in the Game.......................................19
Introduction
The demands that executives face today are, at one level, the same as
ever: staying ahead of the competition, with superior products and
services at the best price.
At another level, however, the rapid unfolding of the knowledge era has
created new demands and challenges for leaders, including:
How do we create a culture that motivates and brings out the best
in employees?
Answering these questions requires learning. Now, more than ever, the
ability to prosper hinges on ones willingness to learn and change with
the times.
So like it or not, we are all in the business of learning. Learning has
become the principal differentiator between mediocre and excellent
financial performance. And it has been behind the evolution from total
quality management in the 1970s, to the learning organization, to
knowledge management in the late 1990s.
Yet knowledge is of value only when it leads to tangible performance
improvement. That is why leading organizations around the world are
launching technology infrastructures for the systematic management of
learning.
Learning has simply become too strategic to be left to happenstance. The
best leaders are managing it as aggressively as they manage their other
strategic investments.
This presentation documents the business case for investing in the Game
and its learning management infrastructure.
1. The first part provides the context, by synthesizing research on the
Customer retention
There is a powerful correlation between firms customer retention
rates and per-employee investments in education and learning.
Games in Learning:
Analyzing Learning
Effectiveness
Superior blended /
integrated learning
environment.
10 personality dimensions,
Skills Management
The Game is Knowledge Management driven:
10 Personality
Dimensions
1.
Communication
1.
Nervous Tension
2.
Delegation
2.
Character
Strength
3.
Empowerment
3.
Work Habits
4.
Sociability
5.
Emotional
Maturity
6.
Dominance
7.
Competitiveness
8.
Stamina
9.
Naivety
4.
Goal Directedness
5.
Decision Making
6.
Interpersonal
Relations
7.
Motivating Skills
8.
Adaptability
9.
Concern for
Productivity
10. Participative
Leadership Style
4 Personal Goals
and Values
1.
Internal
Processes and
Learning
2.
External World
3.
Financial and
Economic
4.
7 Levels of
Spiritual and
Physical Power
Level 1: Tribal Power
Level 2: Power of
Relationships
Level 3: Personal
Power
Level 4: Emotional
Power
Level 5: Power of Will
Level 6: Power of
Mind
Level 7: Spiritual
Power
10. Motivation
10
Validated Theory
Management
Values
McGregors Theory
X and Theory Y
and Robert
Rosenthals work on
the self-fulfilling
prophecy combine to
describe and
measure managerial
philosophy.
Discover how we
expand our
effectiveness as
managers and
workers.
Learn how
McGregor's classic
"Theory X Theory Y"
demonstrates that
beliefs about people
drive our behavior and
thus become selffulfilling prophecies.
Participants realize
their personal beliefs
about people and
work.
Understand the
impact these
personal beliefs have
in the workplace.
Explore the benefits
of change
Halls extensive
group problemsolving research in
terms of Four Cs is
presented with a selfconfirming exercise.
Team
Communications
Team Leadership
Team Decision
Making
Team Process
Discover how to
transform lowperforming groups
into triumphant
winners.
Experience The
Power Of Consensus
Decision Making
Colleague Feedback:
What do you need to
do your best work?
(RCS)
Group Exercise: How
do you solve a
problem like Maria?
(HD)
Team Effectiveness
Self-Assessment &
Feedback: Team
Effectiveness
Exercise
Group Exercise: 12
Angry Men
Group Exercise:
Group Barrier
Analysis
Understand How
Groups Function
Discover The "Best"
Way To Lead For
Creativity
11
Interpersonal
Relations
Self-Assessment:
Interpersonal
Relations
Interpersonal
relationships is
described and
measured in terms of
exposure and
feedback solicitation.
Colleague Feedback:
Interpersonal
Relations
Group Exercise:
Interpersonal Style
and Organizational
Climate
Employee
Involvement
Self Assessment:
Your Practices That
Support Employee
Involvement. (AMS)
Feedback:
Practices Of Others
That Support
Employee
Involvement. (SEA)
Group Exercise:
Access Management
Do Employees have
access to the supports
and resources they
need for involvement?
Discover how we
"turn on" employees'
willingness to work.
Discover practices
that cause your
employees to want to
get involved in
meaningful,
productive ways,
improving quality and
performance.
Create
Opportunities For
Participation
Provide Support
Structure For
Collaboration
Refine
Interpersonal Skills
12
13
14
So that you can compare your own style of managing the interpersonal
process, percentile scores have been compiled based on the scores of a
large number of individuals who have completed this Self-Assessment.
If one of your raw scores transforms to a percentile score of 60, this
means that 40% of the people in the normative sample scored higher
than you did on that particular scale. By the same token, if your
percentile score is 40, then 60% of the normative sample scored higher.
The normative sample for each of our instruments is updated
periodically.
The Self-Assessment and its companion, the Colleague are two of the
most widely-used learning instruments available, with one or the other of
them having been completed by some 1,000,000 people.
Moreover, because the Self-Assessment addresses some very basic
aspects of interpersonal relationships, it has been utilized in a number of
research studies dealing with managerial behavior.
In summary, the Self-Assessment has been found to be a valuable tool
for exploring the complex interpersonal relationships which exist in
organizations and can be of substantial help to those who are interested
in exploring and improving communication practices within their own
organizations.
Similarly, the Colleague Feedback is designed for use as a companion
piece with the Self-Assessment. It is a companion piece to and adaptation
of the Self-Assessment, and has construct and concurrent validities
similar to those of the Self-Assessment.
15
Through the LMS, you can expect quantifiable benefits with respect to
business goals and performance. Companies can evaluate their
investments in terms of overall business objectives strategies;
specifically, the impact on performance and the speed of acquisition of
skills needed for new business objectives.
Learning Content Management System (LCMS)
LCMS helps you to effectively and quickly close skill gaps by delivering
personalized and customized content. LCMS can:
16
Benefits:
Skills Management
Helps you to measure and close skill gaps to optimize contributions of
your most important asset people. You can align skills & knowledge
with business goals and objectives.
Measure progress.
Benefits:
17
Content: The content in the program must be relevant for the user,
both in terms of topicality and complexity. Also, the content must be
of good quality. The user wants to learn something that he or she can
use in his daily work, and the user must value increased knowledge in
the subject area. Content must be developed by experts to ensure the
quality.
18
Both content and learning design will affect engagement and the sum of
the three is what generates both motivation and learning. The features
influencing engagement include
Drama Effects: Drama effects cover all the factors that make the
learning content more entertaining. Features like sound, music,
storytelling, humour and role-play work to the purpose of the user
engagement as long as they are appropriate to the learning content.
Hence, drama effects are important for user engagement but serve
more as an add on than a basic engagement feature.
Is the Game an effective learning product? How does the Game succeed
in offering an engaging learning experience? The table below gives
summary of analysis on learning effectiveness
Content
Game
Design
Storyline
Willingn
ess/
Expectat
ions
Social
Context
Interactivity
Highly
Pretty non-
Strong and
Instruments
High
19
relevant
content
through
feedbacks.
Customized
for Users.
linear design.
Users liked
the design.
Effective
use of team
effort through
extensive
group work
compelling
story.
Different
levels of play
and
performance
.
Different
levels of
expectati
ons
Willingnes
s to learn
varies
with the
user.
provide social
context
One-to-one
mentoring and
coaching
Community /
networking
opportunities
Emphasis on
Group work
degree of
realism
through
instruments,
meetings,
and scenario
based
feedbacks.
Flexibility
Competitio
n
Reality
Drama
Visualizatio
n
Usability
High degree
User
Learning
Wide use
User has
Clarifying
of user control.
Fair amount
of freedom of
choice.
Chances of
winning
according to
user
performance.
points
according to
performance
.
Real-time
reward
system.
content uses
the actual
situations.
of real
characters
gives high
drama.
Story
develops
according
to user
performanc
e.
own
Navigator
screen
Rich
graphics
Depiction
of complex
relationships
High
degree of
realism
Introduction
Easy to
Use
Help
Section
Comparison
with
database of
others.
20
21
Disadvantages:
Expensive;
Cost-effective;
Less disruptive;
Disadvantages:
Boring;
Blended Approach
When the class is over, a solutions selling bulletin board and chatroom is established so students can ask questions and share tips.
22
Advantages:
Disadvantages:
23
Cost savings through minimizing time away from the job and
travel/classroom/instructor expenses.
24
The ROI forecasts that our clients have shared with us indicate
that they are able to create an above-market return on their
investment in the Game, merely through the savings generated by
efficiencies in the administration and delivery of education and
learning. These forecasts are conservatively in the range of 2440%.
The rapid unfolding of the knowledge era has made the management of
learning an economic imperative. The capacity to do so will increasingly
distinguish leaders from followers. Firms that act with urgency to develop
a superior capacity for managing learning will be far better equipped to
win the war for talent, to respond to emerging market forces with speed
and agility, and to deliver the highest return to investors. Those that
delay in launching a comprehensive learning management system will be
left behind.
The Game of Success has the potential to turbo-charge your
learning process.
25
Strong value for users. End users of the Game find the learning
experience worthwhile and enjoyable. Satisfying a diverse set of
learners is a difficult task, and high-quality content is a key
requirement.
Change must be built into our life through rituals highly specific,
regularly scheduled practices that become automatic over time.
The Game has helped people find more balance in their high-pressure
lives.
Sustained high achievement requires not only sharp intellect, but also
physical strength, emotional intelligence, and a strong sense of
purpose.
26
You and Your Managers achieve breakthrough performance -organizational and individual.
Gaining the tools and procedures to conduct action planning with your
subordinates and co-workers.
27