February**Dynamic Incentive Plan Course Background: In enterprises, most of the internal trainers are department heads and business backbones, and they all have rich managers and excellent experience in relevant business positions. But the pain point is that although the internal trainers of the enterprise take classes very "dry goods", the students do not say that they don't like to listen, and the courses are too boring, so the training is often "left in and right out", and they can't remember or learn. So is there a way to increase students' willingness to learn actively and make the course effective? Taking this course will help you solve this problem.
Course Benefits:
Learners who take this course will be able to:
Know the meaning and role of gamification campaign design.
Acquire knowledge, skills, and attitudes in the whole process of gamification activity rules and methods, which can be directly applied.
Learn about the five questions about the design of gamified teaching activities, and try to design games on the spot.
Course Duration:2 days, 6 hours a day.
Course Audience:Full-time and part-time internal trainers, backbone of various business departments with more than 2 years of experience.
Course Method:Lecture + on-site drill + on-site tutoring + homework + on-site trial lecture.
Course Model:
Course Benefits (Trainees Only):
1 gamified design model is available.
There are 3 types of course gamification activity templates available.
Get 2G+ gamified event warm-up backgrounds**.
Get 10 recess opening dances**.
Get 20 recess opening warm-up games.
Course outline
Case:
1.Why is Xiao Ming's teaching not effective?
2.American learning expert Edgar Dell-Learning Effectiveness Model.
3.Analysis of the best practices for 2 months of competence: "Driver's License".
Lecture 1: What is gamification
1. Understand the design mechanics of the game
1.What makes games engaging?
2.How the game is designed?
2. Correctly understand the design of gamified activities
1.Gaming vs Gamification.
2.There are three stages of gamification practice: game-based, sandbox-based, and gamified activities.
Course games:"Let's Classify".
Lecture 2: The Use of Gamification in the Curriculum
1. Common course ECG
1.Alpine course ECG.
2.Plain-style course ECG.
3.Death-style course ECG.
4.Scientific human electrocardiogram.
2. Common types of courses
1.Knowledge: process-based, principle-based, conceptual.
2.Skills: operational, interpersonal, thinking.
3.Attitudes: directive, spontaneous.
3. Gamification activity design for different types of courses
Knowledge-based
1) The core objectives of the knowledge-based curriculum:I can remember
Knowledge-based course gamification activities
a. Dig out the pain points at the beginning: pre-class test, flipped assessment.
b. The process is based on the test: red envelope test, on-site answer, spelling flow chart.
C. End of teamwork: mind map, group mutual testing, game passing.
Practice:Experience all aspects of the game activities live.
Skill-based
1) The core objectives of the skills-based curriculum:will use
Gamification of skill-based lessons
a. Operational: Demonstration teaching.
B Business type: recruit actors.
C Thinking: Case + Group Discussion, Sand Table Game (Poker Communication Sand Table).
Practice:Experience all aspects of the game activities live.
Attitude-type
1) The core objectives of the attitude-based curriculum:There is a change
Gamification of attitude-based lessons
A sketch performance.
b. Speech Contest.
Practice:Design an attitude gamification activity with the theme of "Improving Employee Execution".
Lecture 3: Five Questions Gamification Activity Design
1. Five questions about gamification activity design
1.Q Type - What type of content it belongs to.
2.Ask the activity - choose the one that suits you.
3.Ask the rules - Make the rules of your event.
4.Ask the Tao - Design your game props.
5.Ask for feedback - Get feedback on your game experience.
2. Five questions about the gamification activity design experience
Experiential activity: Teach the sales staff to master the demonstration of water-based paint sales props
1) Question type: interpersonal skills.
2) Questioning activities: exemplary teaching.
3) Ask the rules: (omitted) will be displayed on the spot.
4) Asking tools: (omitted) will be displayed on site.
5) Ask for feedback: Please talk about your feelings and optimize the game.
Practice:Based on the actual process of the trainee's enterprise, we will do a 5D gamification experience design.