Jason Suriano wrote the book on game-powered learning. Literally.
In 2017, he delved into 15 years of research, consulting and production experience to demystify this often-misunderstood discipline in a book titled Office Arcade: Gamification, Byte-Size Learning, and Other Wins on the Way to Productive Human Resources.
“A lot of people might not take what we're doing seriously,” says the bright-eyed founder and CEO of Edmonton-based e-learning company, Trajectory IQ.
While many companies understand that game-powered learning is more engaging and can, in turn, lead to higher retention of information, they simply don’t see the value in investing in what they perceive as fun and games, explains Suriano.
“[They think] ‘Yeah it's more engaging or interactive, but what is that going to do for the company?’”
Done right, game-powered e-learning can be extremely valuable. The same points and badges that reward an employee (and break up content into ideal bite-sized chunks) are loaded with useful data that a traditional “green binder” or a PowerPoint presentation simply cannot collect.
“We had one partner use our software as a follow up to their in-person training and we noticed that one employee played through the entire course twice, which raised a red flag for me,” says Suriano. “It turns out that the employee wasn’t trained properly in-person, and our analytics showed that the employee didn’t get all the information they needed from their supervisor.”