Most recent articles
Gamification is about making something considered tedious into a game, tapping into people’s natural inclination for competition, achievement, status and self-expression. It is now well established and is expected to become even more popular in coming years. Examples include points, badges and leaderboards to encourage competitions with other “players” and even the use of “likes” in social media. The idea is that by integrating game mechanics into something that already exists, you can motivate participation, improve productivity, engagement and loyalty, whether its related to your website, social media presence, day-to-day operations, customer engagement and so on. This article from Tenfold discusses Gamification trends and its reported benefits and suggests it could have a significant impact not only in areas like staff engagement, motivation and collaboration, but also critically in improvement and business transformation.
Learning is undergoing some big changes and several educational commentators are predicting that the future of learning will be dramatically different, with peer to peer learning playing an increasingly important role. This article discusses some key trends, defines peer to peer learning, lists its advantages and discusses participation options, highlighting the LCS Forum’s role in providing a digital space for the lean community.
Linking lean training to the application of knowledge in the workplace is critical if it is to be considered effective in generating an acceptable return on investment, engendering real business benefits and playing a positive role in the development of a continuous improvement culture.
You may not have come across Gamification, but as it is being heralded as “a powerful tool for motivating better performance, driving business results, and generating a competitive advantage” and several major organisations are using it in areas such as sales/marketing and HRM, for customer engagement, productivity enhancements and behaviour change. From a...