You have certainly heard of Gamification, right? What about Game Thinking, do you know this term?
When gamification was officially invented, a little over 20 years, its purpose was to engage consumers in a digital marketing context. Many things have changed since then. The approach evolved. Applications were developed for school education, health, sports, data security, transportation, among others. It also became evident that gamification cannot be disassociated from other similar approaches: games, simulators and playful design. Nor can gamification solutions be conceived without considering technologies such as Virtual Reality and Augmented Reality.
Ultimately, decades of learning experiences have integrated into one concept: Game Thinking.
Game Thinking defined by experts
Amy Jo Kim, business consultant, says on her YouTube channel that Game Thinking is “what Gamification wants to be when it grows up.” Kim presents a way to integrate gamification with the productive discipline of agile development and the strategic innovation of Design Thinking. For Kim, what gamification wants to be when it grows up is a successful method for creating innovation in an entertaining way.
Andrzej Marczewski, an expert in Gamification, understands Game Thinking to be the integration of all approaches related to Game Design. He explains that Game Thinking is like having a box full of tools at the beginning of each project and choosing those that are truly necessary to begin. At the start of a project, the most efficient method may not yet be clear, that is, whether that should be a game, a simulator or gamification. However, a versatile Game Thinking professional will have all the necessary tools to accommodate ensuing needs.
Game Thinking – the choice that is most sensible and complete
As we already know, Gamification emerged, established itself, and evolved into what has become common sense in the corporate world. It has grown so quickly that it has been integrated with other giants of the business world, such as agile, Lean UX, simulators, virtual reality, among others. It is no longer possible to think about Gamification solutions apart from these.
When Game Thinking is in discussion, it means dealing with an even broader domain of strategies based on games and behaviors. These strategies dispose of a comprehensive framework of solutions that may be used collectively or individually. For that to work, the team developing game-like solutions should, most importantly, be interdisciplinary. To generate behavioral transformations, the team must make use of the wide variety of approaches, methods and techniques available.
Now that you´ve discovered the concept of Game Thinking, learn about the projects DOT digital group has been developing in this area.
The need to offer more compelling content that engages sales professionals led TIVIT, a leader in integrated technology services in Latin America, to invest in technologies such as augmented reality to empower the sales force.
“Our development program is to support the business in the challenges of the company to whom we can continue generating business, bringing value to the company.”
See the statement of Talita Aguiar, Supervisor of organizational development at TIVIT, about this DOT digital group case.
Online training programs optimize resources since the entire learning process takes place through teaching platforms. The learning content comes in several formats and allows for an extensive reach, eliminating expenses with physical structure, travel and lodging of teachers and students.
Resultados Digitais digital marketing company implemented the online training strategy for its onboarding process. Prior to this, when new collaborators started their activities, the first 15 days were dedicated to onboarding. This process addressed organizational culture and focused on the business of the company. By implementing the online strategy, time dedicated to onboarding was reduced by 6 hours.
Games, videos, simulators, learning paths or podcasts, there are many strategies that can be used to make learning more dynamic. Companies first evaluate and identify their needs and set goals. Subsequently, together with a specialized team of educational consultants, the most effective way of building knowledge is defined.
DOT developed a Blended Learning strategy for the World Bank, a mix of in-house and online learning. As company training initially takes place online but also involves on-premise group discussions about course topics, this was the best option for this client. This strategy reduced training costs by up to 30%.
Corporate education has gained status as a strategic area within institutions. Developed to deliver business-specific education suited for organizational needs, a corporate learning environment offers the choice of continuous education inciting greater professional involvement and bringing the company effective results.
TIVIT, the Latin American leader in integrated technology services, sought the help of DOT digital group to expand the TECHNO TIVIT academy, which offered training programs for the company’s IT professionals. DOT proposed the development and implementation of a technological platform attuned to TIVIT’s needs and with professional content to support the project.
Implemented over a year ago, the project now includes more than 690 courses accessible to approximately 9,000 employees.
Learn more about this case here.
Unifying company practices through a single study platform makes employee training easier. Files can be updated quickly and when necessary, creating a library with content for the whole institution.
DOT digital group developed self-service trails for SEBRAE/SC (Brazilian Service of Support to Micro and Small Companies of Santa Catarina) to make distance education solutions available, aiming to enable users to quickly and intuitively navigate through trails whenever needed.
Online training allows the development of useful job market skills such as autonomy, organization, time management, use of technological tools and self-motivation.
IBMEC, a reference in higher education in Brazil, needed to update and develop new post-graduate classes with mobile access to meet the needs of its target audience while considering new educational and technological trends.
DOT developed a comprehensive educational project and a new communication design to effectively balance new curriculum and necessary updates. The courses´ interactive and dynamic resources were developed to be responsive and language-appropriate according to students’ profile.
A BSC game was also developed for the Business Strategy course, aiming to raise students’ interest in the content even further.
Project-based training motivates teams and provides experiment opportunities, stimulating creativity and engaging employees in project success. This is a benefit that results in employee retention, since turnover is a primary concern for companies.
Offering courses and training makes employees to feel they are valued and to see such actions as a plus in the organization. In addition, corporate learning encourages a positive environment, facilitating collaboration between teams.
Implementing the SocialBase corporate communication platform can be very useful. In addition to making knowledge management easier by consolidating company content, this internal social network fosters commitment and interaction among employees.
One of the greatest advantages of online training is the possibility of studying anytime and anywhere that has internet access. As time Increasingly becomes a valued asset in the lives of people and companies, offering flexibility in professional training significantly contributes to obtaining better results and to developing high-performance teams.
Our most recent case was an online training program that used gamification to engage more than five thousand leaders of a national energy company. The strategy aimed to engage professionals in educational materials and in the diffusion of knowledge. Proposing five distinct themes, the content was presented in small, quick and practical modules called “microlearning.”
Simulators are digital tools that help emulate activities with a high level of realism.
The training in digital simulators offers enormous advantages from the financial point of view, since there is no waste of inputs and materials with the use of real equipment.
From the student’s point of view, it provides safety by eliminating operational risks and, especially from the learning point of view, it increases the way to carry out the training through several repetitions in an environment that faithfully mirrors reality.
Para reproduzir a Realidade Aumentada, é necessário ter um dispositivo que permita interpretar e criar um objeto virtual – por exemplo, um smartphone. Utilizando um software de Realidade Aumentada e por meio da câmera, a imagem real é combinada com um ou mais objetos virtuais inseridos, que podem ser 2D ou 3D.
O Grupo RIC, filial da Record TV de Santa Catarina, aliou tecnologia em suas publicações. A Revista Show Me, principal publicação de turismo de Santa Catarina, foi editada com marcadores de Realidade Aumentada. O leitor aponta a câmera do smartphone para os marcadores nas páginas para obter mais informações além dos textos e das fotos impressas, não
é preciso estar conectado à internet para acessar o conteúdo.
Conheça aqui mais detalhes e outros cases de sucesso!
If you are one of those who knows that the technologies of Augmented Reality (RA) and Virtual Reality (VR) are not things of the future, this ebook has been made for you!
In this content, developed with the team of DOT specialists, we tell more about these technologies, the market potential and its applications in Education, Health, Technology and Tourism.
O DOT digital group marca presença em um dos mais importantes congressos de Educação a Distância do país, o 23º CIAED – Congresso Internacional ABED de Educação a Distância, que este ano está na sua 23ª edição e reunirá profissionais, instituições de ensino e empresas fornecedoras de produtos e serviços para EAD.
No dia 20 de setembro, o Diretor de Operações do DOT, Rubens de Oliveira, coordena a mesa redonda Realidade Aumentada, Virtual e Gamification: como utilizar estratégias além da tela, que conta com a participação do professor João Vianney, consultor Hoper em Educação a Distância e diretor do Blog do Enem, Maria Cristina Ferreira, Coordenadora de Educação Formal no Serviço Nacional de Aprendizagem Rural – SENAR e Alessandro Vieira dos Reis, especialista em Games e Gamification.
O foco principal das discussões do evento serão as metodologias ativas e as tecnologias aplicadas à educação, e nesta linha os participantes pretendem debater o cenário atual da educação, permeado por tecnologias cada vez mais avançadas e acessíveis. As novas tecnologias e a necessidade de desenvolvimento de soluções educacionais diferenciadas contemplam estratégias como Realidade Virtual, Realidade Aumentada e Gamification.
“O uso dessas tecnologias gera novas formas de interação para além das telas de computadores e smartphones, caracterizando experiências marcadas pela imersão e pelo engajamento das pessoas, que impactam no modus operandi de como vivemos, aprendemos e trabalhamos.”, afirmou Rubens de Oliveira.
Sobre a ABED
A Associação Brasileira de Educação a Distância – ABED, sociedade científica sem fins lucrativos e sem vínculos ideológicos de qualquer natureza, tem sua Diretoria escolhida em eleições livres e democráticas. Foi criada para o desenvolvimento da educação aberta, flexível e a distância.
23º Congresso Internacional ABED de Educação a Distância, de 17 a 21 de setembro de 2017, Foz do Iguaçu, Paraná.
Maestra Eventos e Convenções / Recanto Cataratas Thermas, Resort & Convention
Av. Costa e Silva, 3500
Foz do Iguaçu / PR – Brasil
+55 (45) 2102 3000