The Learning Game
In 2021 we set on a journey to create an new Workplace Learning experience that would be truly engaging for learners and provide measurable business impact for companies.
After a deep search performed with our early adopter Customers across territories such as Neuroscience, Game Theory, Metadesign and Learning Communities we have a validated methodology that makes learning in the workplace as engaging and addicting as videogames.
We call it The Learning Game.
Underneath the Game Experience Plane we have built a complex System of Intelligence that functions as a purpose-built Learning Operating System TM.
Using a combination of Semantic Analytics, Social Network Analysis and Machine Learning based inference, we are able to dynamically adjust the Learning Game parameters at individual and group level to guarantee an engaging learning experience.
Because the Learning Game is happening in the flow of work, we have the ability to measure real learning metrics and their impact to the business presenting advanced learning analytics to the L&D and Business Managers within the organization.
PROVOCATIVE | QUESTIONING | DARING
The Antagonist asks questions, even the difficult ones. They play the devil's advocate, unafraid to make a provocation, and they welcome critical feedback for themselves with open arms.
Communities can create a sense of shared identity and purpose, and reinforce their values and traditions through Symbols.
The 12 learning archetypes used within The Village - inspired by Huddlecraft's role cards - provide this symbolic layer to the interaction and help the learning community to establish a common taxonomy to describe typical behavior of people in a social learning environment.
Get your copy of our Archetypes whitepaper to know more.
"The rate at which organizations learn may soon become the only sustainable source of competitive advantage"
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