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Job Rotation, Gamification, Steps For Effective
Job Rotation, Gamification, Steps For Effective
GETS
MOTIVATED
Frequent
Avoid monopoly interruption of
work
Provides an
Reduces
opportunity to
uniformity in
broaden one’s
quality
knowledge
Avoiding
fraudulent practice Misunderstanding
among employees
Job rotation must start with an end goal and so a proper job rotation plan has to be made so that employee
can achieve the prescribed goal
Employees are able to assess whether the job rotation is achieving the goals. Consequently, the steps in a
job rotation should be measurable and build upon each other
Both the employee and the organization need to benefit from the job rotation
A mentor, internal trainer, or supervisor/trainer has to be provided at each step of the job rotation plan so
that employee can clarify their doubts and can feel comfortable in new job area
Give feedback at every step and never forget to ask their experiences as well.
Training and development 8
• Gamification is the process of applying gaming
designs and concepts to learning or training scenarios
PARTIAL GAMIFICATION
Presentation Title 11
EXAMPLE 2
• The approach uses a unique method for imparting
Presentation Title 12
EXAMPLE 5 GAMIFIED
PRODUCT TRAINING
• This gamified eLearning course showcases features and
LEVEL 3
functions of various insurance products for learners
belonging to a unique category (children from primary to
junior high).
Presentation Title 13
EXAMPLE 4 GAMIFIED
PORTALS
• This is an "Induction and Onboarding" portal at EI Design that
makes use of NextGen gamification techniques.
LEVEL 4 • It integrates concepts like learning paths with microlearning, social
learning, and personalization while retaining the essential aspects
(scores, badges, and leaderboards) of the previous two approaches.
• The learning journey is broken down into microlearning nuggets
GAMIFIED LEARNING (e.g., videos, infographics, interactive nuggets, activities, and
games).
PORTALS • New-age technology, like Virtual Reality, using 360-degree images
with learning aspects creates an immersive and engaging learning
experience.
• This depicts our portal-based offering featuring:
Presentation Title 14
EXAMPLE 5 A COMPLETE
GAMIFIED LEARNING
EXPERIENCE
• This solution uses a rich blend of 3D virtual environments, Virtual Reality videos,
gamification, social learning elements, personalization, microlearning, etc.
• In this game:
LEADERBOARD
Leaderboards are a great place to start when considering how to implement gamification elements into the learning
strategy. While they can’t exist without the points system, having a leaderboard presents a public place for recognition
and helps to consider how you want your points/badges system to work.
FEEDBACK
Feedback is anything that gives a user some understanding of progress and achievement. Games provide feedback really
well. They reward with points, unlock controlled areas, provide powerups and more – all to help the player feel that
they have achieved something. Although it isn’t the feedback that keeps them playing, it does help to give some level of
context to their progress and increasing ability at the game.
EXPALIN PROCEDURE
EXPRESS
CONFIDENCE