Category: Implementation Stories

  • Virtual Tournament for Campus Induction: A Case Study

    Virtual Tournament for Campus Induction: A Case Study

    ITC Limited, one of India’s foremost private sector companies with presence in FMCG, Hotels, Packaging, Paperboards & Specialty Papers, Agri & IT Businesses recently used GamifyEasy to successfully gamify its Management Trainee induction program. The program saw 100+ campus hires work in teams to compete in an online tournament over 3 days.

    • Reach and scale: 60+ participants, 3 days, 3 gamified sessions 
    • Target Audience: Campus hires 
    • Devices: Windows desktops 
    • Gamified Session Format: Virtual tournament

    Learning Objectives: The objectives of the gamified learning sessions were:

    • Getting to know the vision, mission, and values of the organization
    • Explore the businesses and products of the organization
    • Discover the various sustainability measures taken by the organization
    • Getting to know other participants and batch mates

    How was the program delivered? 

    The program was designed in a tournament format. Participants were divided into 10 teams. Teams were required to collaborate and solve quizzes, case studies, and solve an escape room puzzle on each day. The tournament was divided into 3 rounds which were played over 3 days. Each round was played after each day’s workshop and learning sessions.

    Tournament schedule:

    • Day 1: Product and brand quiz
    • Day 2: Escape rooms
    • Day 2: Interactive case studies

    The scores for each day were captured and reported on a leader board.

    Feedback: The tournament format was hugely successful with participants rating the program highly engaging and effective.

    Escape Room Session

    Program Images

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  • GamifyEasy adds zing to employee training during the lockdown

    GamifyEasy adds zing to employee training during the lockdown

    One of the largest and most innovative  science-led global healthcare companies in India, used GamifyEasy to successfully deliver live, virtual, gamified learning sessions to its large team of medical representatives spread out across India. 

    Reach and scale: 2500 participants, 6 days, 70 + gamified sessions 

    Target Audience: Medical Representatives and Team managers 

    Audience Size: 2500+ participants spread out across India 

    Devices: iPads and Windows desktops 

    Gamified Session Name: Self Leadership 

    Learning Objectives: The objectives of the gamified learning sessions were:

    • Appreciate the importance of working with a growth mindset
    • Identify the ‘Leading Self’ behaviours 
    • Develop appreciation for the the key behavioural attributes of self-led individuals:
      • Be Professional
      • Clarify Goals
      • Seek Delegation
      • Ask for Help
      • Invite Feedback
      • Develop Expertise
      • Work with Others

    How was the program delivered: 

    The learning team at the client’s end designed the game from scratch. They wrote the cases studies and decided the game mechanics. The GamifyEasy team helped design the game UI and artwork. A team of 12 internal facilitators were then trained to deliver the gamified learning
    sessions. Over 70 sessions, covering 2500 medical representatives were delivered by the 12 facilitators over 6 days. 


    Feedback: 
    The gamified learning programs received an average feedback rating of 4.8/5 from  the participants.

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  • Gamified New Hire Orientation: A Case Study

    Gamified New Hire Orientation: A Case Study

    One of the many use cases for gamification is a new hire orientation program. Since organizations are conducting new hire orientation sessions virtually, the questions being asked:

    • How can we make the orientation program more exciting and engaging?
    • How can we enhance peer-to-peer interaction between new hires?
    • How can we develop a sense of camaraderie and belongingness amongst new hires?

    ITC Limited, a large conglomerate based in Kolkata, India, recently conducted a virtual orientation for 110 new hires. Using GamifyEasy, the learning team deployed short quizzes at the end of each orientation session. The quizzes were played in teams, increasing peer-to-peer interaction, generating healthy competition, and gamifying the knowledge check at the end of each day.

    Why was this better than regular quizzes?

    Regular quizzes allow little or no peer-to-peer interaction possibilities. With GamifyEasy, learners not only participate individually but interact and take decisions in groups. This interaction enables participants to learn from each other and drives a sense of camaraderie and belongingness.

    How long did the games last?

    The game sessions lasted 45 minutes and were scheduled towards the end of each day’s sessions.

    What were the outcomes?

    The game sessions were keenly contested, and participants discussed questions, scores, and results long after the sessions were over.

    How did team members interact with other team members?

    The game sessions ran over Zoom. Team members worked in team breakout rooms and could interact through the text chatbox.

    What devices were participants using?

    Most participants were on laptops. Few participants joined through smartphones and iPads.

    Game Moments

    ITC-Induction-Image1
    ITC-Induction-Image1