Gamification, Reskilling, Upskilling: Agenda 2021 to 2030

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Gamification is no longer a new thing-it started to attract widespread attention as a practice in 2010, and since then there has been a lot of exposure in the training and development media. However, in the next 11 years, there has been a large number of personnel turnover in both communities, new recruits, retirements, and job changes. Many professionals are world-class design and learning management experts Cammy Bean cited in her book Famous for reference. title. : Unexpected instructional designer.
Regardless of the background story: What is gamification?
So for all those who have just entered this field, or those who have never wanted to enter, or those who no longer remember the official definition of gamification, here is:
gamification is the application of game elements such as scoring and competition to Activities outside the game in other areas. There may be other elements that can strengthen the competitive aspects (leaderboards, leaderboards) and provide social communication support.
The reason for gamification in learning and training activities is to increase participation, fun and even fun. Gamification should be a counter to boring training.
What makes gamification work? Some gamification plans failed or were abandoned because they weren’t user-centric. They are implemented to control users or management of benefits. In some cases, they can have unexpected effects, such as an increase in accidents. It need not be. To work, gamification only requires three things:
Clear goals and progress monitoring, especially the visual screen of the latter
Openness to failure: you will not be punished for making mistakes
Social: Support communication and interaction with other users
By what is gamification important now more?
As the world emerges from the suffering of the pandemic, we find that great changes have occurred in the past year. The world has not stagnated and technology advances. Now there are skill gaps, and soon there will appear skill gaps that didn’t exist in 2019 (or that we didn’t notice or pay attention to).
Automation is reshaping the workforce driven by technology investment and adoption. Corporate leadership fully recognizes the need to retrain and upgrade employee skills on a large scale in less than 10 years – this is our job at L&D. In addition to automation, there are more issues that require attention. This understanding is driven by the following statistics:
“By 2030, the US workforce may have a gap of 600,000 to 12.5 million people, between 0.9% and 4.2%. As deficits in technology-driven industries such as construction, engineering, computing, and technical support are expected to expand, the surplus of labor in civilian and civilian support positions will also increase from 1.4 million in 2020 to 3 million in 2030. “(Source: Executive Human Resources Department, May 5, 2021, “What will the workforce look like in 2030 without retraining”, citing a report, The future of work in the IA era, from Faethm AI and Boston Consulting Group)
Gamification will become an important part of dealing with this lack of skills. Gamification is effective. Management believes it. Not only that, many organizations have adopted gamification methods in 2020, and workers take time to increase when working at home Use gamified teaching methods. With the “mixed” work model, this is even more important.
Remember that there are no desks and workers in front. When gamification aims to adapt to their limitations, it is very effective for these workers. Many of them have been suspended and are returning to a workplace that will change in many ways, so they need to meet related requirements for retraining and skills upgrading.
Bottom line
Finally, remember the generation gap. Indeed, only about one-third of Gen X and baby boomers believe that they have to improve their skills for vertical development or job security. But for Millennials and Gen Z, more than half of them understand the importance of updating their skills and knowledge for their career success. In fact, for this reason, continuous learning programs are more important to them than other assignments and benefits. Retention is an important benefit considered by employers. Training is cheaper than rotation.
Gamification is an important factor for successful retraining and skill enhancement.

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