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Training

As e-learning and virtual training take the corporate world by storm, gamification is beginning to have a massive impact on how employees and new inductees are learning the tricks of the trade.

training
  • Let’s talk numbers

    • Gamification is 75% psychology and 25% technology
    • 70% employees or students are disengaged from their work
    • 50% companies have gamified their training modules
    • 79% employees and students believe they would be more motivated if their learning environment was like a game
    • Effective implementation of gamification can result in 60% increase in learner engagement and 43% enhancement in employee productivity
  • We know what the problems are with training

    • Industrial training with actual machinery is a risky and costly affair. Virtualization of training module is required
    • In most of the cases, the trainee operates in isolation. This results in poor emotional involvement with colleagues and weak team spirit
    • The element of randomness, inherent in real-life, is missing
  • Our strategy to build gamified training module

    Identify business objective

    Understand ROI of training system

    Involve people from mother organisations in development

    Strong analytics model substantiating ROI

    Engaging trainee through challenges, recognition and ownership

    Follow agile development process based on user experience

    Identify business objective

    Understand ROI of training system

    Involve people from mother organisations in development

    Follow agile development process based on user experience

    Engaging trainee through challenges, recognition and ownership

    Strong analytics model substantiating ROI