How Skills Café motivated organisational learners to master behavioural skills

Learner

Employees of a large construction conglomerate in India

Topic

Behavioural skills

Format

Digital Games + Gamified LXP - Flogames

Skills Café delivers highly engaging learning experiences through Flogames, a library of digital games and simulations.

While digital learning offers a scalable approach to upskilling, the widespread perception of e-learning as unengaging often leads to low participation and completion rates.

This case study explores how Flogames tackled the problem of learner motivation through a game-based learning competition, Simuquest, which engaged over 3000+ learners.

What’s Inside

Problem (2 mins read):
Understanding
the pain points of a corporate learner 

Process (5 mins read):
Designing
for motivation and mastery using games

Implementation (5 mins read):
Breaking down the 3 key elements

Impact (3 mins read):
Average 5 replays. Even on weekends!

Problem

Understanding pain points of a corporate learner

Self-paced e-learning is a significant part of the learning strategy for most corporate organisations. Corporate learners prefer it for ease of access, repeatability and self-paced nature. It offers scalable and low-cost solutions for the L&D team with more points for measuring learning engagement.  

However, here is the unfortunate reality.

Completion rates are abysmal; they tend to average around 15% (Hollands & Kazi, 2018), with abandonment rates often being as high as 96% - numbers which have stayed more or less constant through the years (Reich & Ruipérez-Valiente, 2019). In an interview with a stakeholder - it was identified that an organisation provides many self-paced courses to the learners but remains under-utilised throughout the year. 

A large construction conglomerate in India approached Skills Café on how they could offer self-paced learning where learners wanted to learn, seek mastery and drive engagement on their own. 

However, what advantages does self-paced learning brings as opposed to a typical instructor-led approach?

From a learner’s perspective, a self-paced course would allow them to fit the learning into their busy schedules. From an organisational perspective, a self-paced journey would mean they could help employees address their learning needs as soon as they arise without waiting for an appropriate batch size. It would also reduce the hassle of finding a time that worked for everyone, blocking calendars and getting permission to pull employees away from their work for 2 – 4 hours.

As a first step, Skills Café asked the question - Who are these learners? What are their background, needs, and behaviours?

Here's what they learned:

Employees profile:

Engineers, managers, ICs, sales and non-sales.  

Age range:

25-60, average age: around 35. 

Background:

The employees were tight on schedule, overworked, and had little motivation to learn beyond their direct domain – let alone seek mastery. 

“My wife, who is an HR manager, asked me to finish her mandatory video lessons and click through the course.” 

The Challenge

The challenge was creating a solution that would drive high employee motivation while being versatile enough to be used across different departments and business units. The solution needed to focus on building behavioral skills rather than serving as a mere proxy for engagement, like playing a game. This required a careful balance between making the learning activities engaging and competitive while ensuring they delivered meaningful skill development.

This seemed like a complex problem to solve. 
How did Skills Café go about arriving at a solution?

Process

Designing for motivation and mastery using games

Most employees were accustomed to attending mandatory training and skimming through videos and content to fulfil specific requirements. Skills Café realised this was also a perception issue. If the employees felt that this was another “organisational” requirement, this might lead to disengagement from the beginning and, consequently, low adoption. 

Their approach was simple - instead of making it a push-based top-down approach, could they make it more pull-based and inviting?

What if the employees had an active role in deciding whether they learnt, what they learnt, when, and even how they learnt something? This was not something they were typically used to.

Could that lead to higher motivation? 

Skills Café had to make clear design decisions to tackle this problem.

Here’s what they did (in no particular order):

During the solutioning process, they leveraged 3 frameworks and theories extensively:

Now, Skills Café decided to test this out. Could they combine the elements of games, people, theories, and some basic rules to create a learning competition? 

The Final Competition - Simuquest 2023

After understanding the learner persona and corporate context, making certain design decisions, and being informed by the above theories it led to the genesis of Simuquest 2023. 

  • A 3-week-long competition

  • Individual and departmental leaderboards - open to participation from all departments.

  • Modules: Learning games of 15-20 minutes with additional learning handouts. 

  • Opportunities to play more than once and improve scores.

In addition to this, there were special awards and badges - who would also be felicitated during an in-person celebration ceremony.

3 stages of the Learner Journey

1. Pre-Program

  • Internal promotion of competition: Starting from 2 weeks in advance, the learner received emails and promotions on the internal social network and internal LMS about the competition from CHR-L&D.

  • Different Unit-HR heads were involved in promoting the competition internally.

3. Post Program

  • Competition comes to halt after 3 weeks and final winners across multiple categories are announced

  • During an organisation wide HR event winners are felicitated for their performance. Every participant is given a participation certificate and credit for completing their learning goals of the year.

  • The Flogames Learning Portal is open for learners to access even after the competition to complete and refresh their learning. The competition leaderboard is deactivated but an overall leaderboard is now activated.

What were the parts that helped employees achieve mastery?
Let’s dig deeper.

Implementation

Breaking down the 3 key elements

1. The People: The Organisation

What did they learn?

2. The Games: Flogames

Flogames is a library of 100+ learning games on behavioural skills like interpersonal excellence, managerial excellence, communication, etc.

There were 3 parts to this:

  • Narrative Storytelling: Each game module was designed around a narrative that mirrored real-world challenges in the construction industry, from project management to client interactions. This helped learners relate the game to their work.

  • Skill Assessments: The game also had multiple-choice questions, role-play simulations, and scenario-based challenges designed to assess and improve behavioural skills.

  • Point and Badge System: These were used to track progress and provide immediate rewards, leveraging the Octalysis framework's 'Development and Accomplishment' drive.

Try a Flogame yourself, click here

Below: Narrative based game on “Developing Change Agility”

Below: Report card based on performance

“The exciting stories and sudden surprises along the way kept me going until I finished it all.”

What did they learn?

3. The Competition: Simuquest

The competition had 3 parts:

  • Leaderboard: Tracked individual and team scores in real-time, introducing an element of 'Social Influence and Relatedness.'

  • Time Limit: The competition was spread over three weeks to create urgency and boost engagement.

  • Rewards and Recognition: Besides game-based rewards, top performers were recognized company-wide, catering to the 'Development and Accomplishment' drive

Awards were decided for 4 categories

  • Highest Scorer: Participants with the highest cumulative score  

  • Most Played: Participants who played the greatest number of games  

  • Most Enthusiastic Learner: Participants who re-attempted games the greatest number of times (Improvement in attempts)

  • Most number of badges earned  

Special badges and bonus points for  

  • Badges: Leaderboard top for 24 hours, leaderboard top for a week, 3 games in a week 

  • Bonuses: For category completion, and mastery score. 

  • Levels: trailblazer, adventurer, Champion – based on total score achieved.

What did they learn?

Gameplays on weekends too!

Impact

The competition greatly impacted establishing of simulations and games as a permanent member of the organisation's learning ecosystem. Here were the key highlights:

Number of users

36% (3,388/9500) of target learners participated in the competition voluntarily.

Total learning hours

Learners completed 74,944 learning hours in total - these were completely non-mandatory.

Average Learning Hours

22 Hours achieved. ⅓ of the learning target for the year

Usual Learning hours

60-70 hours in a year. 21 hours (3 working days) is the minimum standard.

Organisation-wide Participation

All of the 25 business units participated, creating a collective spirit across the company. Company and unit-level leaderboards leveraged the cultural context of healthy competition.

Weekend & evening gameplays

Almost 45% of the total gameplays were on weekends and evenings post-work, showing voluntary participation and high engagement outside the working hours. 

High replay rate

28.5% of learners chose to replay 1 game or more. On average, each learner replayed the games 5 times, indicating strong engagement. Each gameplay after the first one is counted as a replay. This showed that learners were willing to return to the learning material and portrayed reinforcement learning.

"The existing beliefs changed in such a manner that one can achieve the goals and objectives if they are specific, measurable, achievable, relevant, and time-bound. This has helped in making my goals more clear and specific."

"I've learned the importance of using decision tools when in doubt. I've also understood that when faced with decisions, we need to weigh the pros and cons and then decide on the best course of action."

  • Feedback as a Learning Tool: 543 participants provided textual feedback, showing that participants were not just passive consumers but actively reflected on and responded to the content.

  • Diversity of Participants: 25 Internal business units participated and even competed amongst each other, pointing towards engagement from diverse internal communities within the company.

Challenges and Learnings

  • Increasing participation: How could they have a near 100% adoption rate? Everyone is highly engaged once on the platform, but adding peer engagement might nudge more people to come on board.

  • Cultural acceptance of competition in other contexts: There was a deep focus on leveraging the inner competitive culture to drive mastery. While this worked in the specific organisational context, these results were yet to be tested and applied in non-competitive cultures and environments.

  • Challenges of leaderboards: Departmental leaderboards might not work in organisations with a strong hierarchy. Eg, A manager did not like to be on the same leaderboard as their reportees, as there was a clear comparison on certain skills.

  • Mandatory vs Non-Mandatory: Would the learner motivation still be so high if this were made mandatory? This remains a question.

Key ingredients of motivation used

Learn more about these ingredients in our Pocket Guide to Learner Motivation!

Mastery & Competence

  • Points and badges tied to performance and effort

  • Individual and Departmental Leaderboards

  • Focus on repetition and improvement within each game

Interesting Challenges with Scaffolds

  • Narrative-based games designed around real-world challenges

  • Increasing levels of difficulty across games

  • Integrated hints and feedback to help navigate situations

Autonomy & Choice

  • Opt-in (Voluntary) participation in the competition 

  • Self-defined pathway - learners could play games in any order

  • Games could be played any time, any day within those 3 weeks

Tools Used

Click on a tool to apply it in your context!

Octalysis Framework

Learn to use the 8 core drives that motivate people!

USE THIS >

Flow Theory

A psychological framework for achieving optimal experience in challenging activities.

USE THIS >

Want to know more?

Please contact Madhur Anand from Skills Café.

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