Wednesday, October 5, 2016

Gamifying The Compliance Story

With all training, it is important to identify the desired outcome. With compliance training, the buy-in from senior management, from the trainers, and the employees is key. For some, it may be a "check the box" that it is done. This attitude can come from managers and push downward. But, what if it is true? Perhaps the compliance training is to meet an outmoded regulation. A third-party contract requires Acme's employees to train how to troubleshoot the XLT-4000. The paradox is that the machine was removed from the building 18 months ago and replaced with the 3PX-izler. To meet the contract, the training continues. Let the eye rolling begin. 

If you have experienced that frustration in your training development, consider combining that training with a much-needed module. Acme's employees may not need the required training on the XLT-4000 machine, but they do need fire-safety training on exiting a building via the stairwell, not the elevator. Things just got interesting! What if the XLT-4000 was on the third-floor and in the troubleshooting process of checking the cord, flames shot out of the electrical outlet. The curtains caught on fire and the windows shattered causing the flames to explode. Now get out of the building safely. Bet your check-the-box folks didn't expect that! They may never forget that training. And, you met compliance and saved lives. Pretty good life, right? You and Batman are like this (fingers crossed tightly). 

Guess what? 

You've just been gamified. 

Gamification doesn't need to be in-person to award prizes or online to provide leaderboards. It doesn't need an elaborate quest--um, storyline. Although it would be nice to develop (along with the magnificent budget), gamification can be quite simple. It's a story. It's a what-happens-next discussion. It is time immemorial. 

Have you ever thought why fairy tales have a rather grim side? The stories had to be palatable to many ages and interests. There wasn't a storyteller in every room. Moreover, in some stories, there had to be a very tough warning to children to behave. Enter, the big bad wolf, the snake, the witch. Our campfires may be the backlight of our smartphones, but we are all listening and participating in stories. 

Author
Susan Wines
eLearning Specialist, Thomson Reuters