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Task 3 Reading Article HBR 2023 Does Gamified Training Get Results
Task 3 Reading Article HBR 2023 Does Gamified Training Get Results
Task 3 Reading Article HBR 2023 Does Gamified Training Get Results
C all fun
CO RP O RATE TRAI NI NG I SN ’ T
and games, but maybe it should be.
Most of us have (often grudgingly)
used corporate learning systems. We
skim through the 50-slide PowerPoint
decks hoping to correctly guess enough
answers to pass so that we can get back
to our “real work.” Anything we learn
I N T H E O RY may be forgotten by the time we receive
our certificate of completion. But a new
The researchers offer three recom- who had low engagement with their I N P R ACT I C E
mendations for using gamified training jobs, and regardless of whether their
to improve employee performance.
Communicate enthusiasm to
leaders used the training,” says Wei
Cai, an assistant professor at Columbia “Rote Training
managers and employees. Before
adopting gamified training, organiza-
Business School and another coauthor
of the study. Is Boring—
but Games
tions should stress the importance of However, those workers’ results
manager participation. Leaders who probably won’t be as robust or obvious
visibly play while in the office are more as improvements among more-engaged
likely to boost employee participation
and business results. “Prior research
employees; such trainings aren’t a pan-
acea for poor engagement. So organiza- Are the
on digital gamified training platforms
tells us that they can be seen as a dis-
tions should set officewide performance
goals rather than define success by how Opposite
of Boring”
traction,” says Tatiana Sandino, a pro- much the least-engaged employees
fessor at Harvard Business School and a improve.
coauthor of the study. “But if the leader Be patient. Don’t expect same-day
jumps in and signs on to the platform, or even same-week results. Most of the
Christian Gossan, a director at
it gives employees license to sign on as performance boosts at KPMG took hold
the advisory firm KPMG Australia,
well.” It also encourages employees to in the second or third quarter after the
led the creation of the gamified
see the training as more important than training was introduced, and they grad- training platform described in the
they otherwise might. ually increased thereafter. This cumu- accompanying article. He recently
Employees should feel comfortable lative effect will most likely continue spoke with HBR about KPMG’s
using the training at their desks during as employees improve their mastery of experience with this learning
office hours, free from concerns that the lessons and their knowledge of the approach. Edited excerpts of the
conversation follow.
others might think they are goofing firm’s offerings. “When organizations
off. “The fact that it’s fun may make it implement this kind of system, they
What problem was gamified
seem less permissible,” Buell says. “Do need to give it time,” Sandino says. training meant to solve?
I really get to play at work? The leader “People may not be able to immediately We have numerous service lines,
is modeling that not only is it OK to apply all their new knowledge.” so we needed to deepen em-
play; playing is a good thing.” In other KPMG’s employees continue to use ployees’ understanding of all our
words, playing should be viewed as a and benefit from the training platform. offerings and capabilities. Rote
training is boring—but games are
legitimate part of work, not as a break Even though the study ended more than
the opposite of boring. And their
from it. 18 months ago, “We continued to track
interactive nature means that
Measure outcomes officewide. Per- their performance,” says Cai. “And we people can’t just click through
formance improvements at KPMG were saw that the benefits persist long after to completion. We started with
greater in offices where many of the the rollout.” a pilot for employees in our
employees were already engaged with HBR Reprint F2302A Australian offices. Australians
their jobs. But the firm’s results also are mad for sport, so we used
an athletics-themed platform.
suggest that organizations will see some
ABOUT THE RESEARCH “Learning When we decided to go global
level of improvement from everyone. or Playing? The Effect of Gamified with the approach, we made a
“The time spent on training and the Training on Performance,” by Ryan W. Buell, more universally appealing one
number of questions answered boosted Wei Cai, and Tatiana Sandino (working called KPMG Globerunner, which
performance even among employees paper) is now used by employees in 100