Effectively engaging and impacting learners who are internal employees can be hard enough, but organizations that need to deliver learning experiences to audiences outside of the organization face even tougher challenges. Brandon Hall Group’s recent Next Generation Learning Technology Ecosystem survey found that nearly 60% of organizations deliver learning to the extended enterprise. It is more difficult to create learning that matches the specific needs of these audiences, and even harder still to measure the impact the learning is having.  

One approach that has seen a lot of success for internal learners holds a lot of promise for the extended enterprise as well. Games and gamification can be a great way to engage customers, partners, franchisees, and other external audiences. For example, organizations that deliver training on their products to customers can add achievement mechanics to the learning and reward those achievements with samples of the products themselves, samples of new products as rewards, or free training. Not only does this drive adoption and engagement with the learning, but it also helps foster a stronger customer relationship. By synching the training rewards with active campaigns, training can create synergy by providing samples of the products that are the subjects of the training.  

In a franchise environment, gamification can introduce the spirit of competition into the training; challenging teams, individual stores/restaurants, and regions to reach training goals and publicly acknowledge achievements. Leaderboards let everyone know where they stand and what it will take to make it to the next level.

Brandon Hall Group Platinum Preferred Provider Docebo has made extended enterprise learning a core focus for its solutions, helping its customers engage external learning audiences of all kinds. They have been leveraging their extensive gamification elements including producing badges that learners can share on LinkedIn. Adding gamification to learning provides new opportunities to collect data on learner engagement, retention, and specific outcomes. Tracking and reporting on extended enterprise learning has always been difficult, but the Docebo gamification elements feed this data into the system for better insights. Docebo also recognizes that, while fun at its core, gamification is not without its challenges, especially for the extended enterprise. They have comprehensive tools to manage various privacy and visibility concerns that may arise within different audiences.  

Great customer experiences continue to be a top business goal for organizations in any industry and adding gamification to the training being provided is one way to take the experience to the next level. 

– David Wentworth, Principal Analyst, Brandon Hall Group

 About Brandon Hall Group Inc. 

Brandon Hall Group is the only professional development company that offers data, research, insights and certification to Learning and Talent executives and organizations. The best minds in Human Capital Management (HCM) choose Brandon Hall Group to help them create future-proof employee development plans for the new era. For over 28 years, we have empowered, recognized and certified excellence in organizations around the world influencing the development of over 10,000,000 employees and executives. Our HCM Excellence Awards was the first to recognize organizations for learning and talent and is the gold standard, known as the “Academy Awards of Human Capital Management.” Our cloud-based platform delivers evidence-based insights in the areas of Learning and Development, Talent Management, Leadership Development, Diversity and Inclusion, Talent Acquisition and HR/Workforce Management for corporate organizations and HCM solution providers. To learn more, visit https://www.brandonhall.com For information on Brandon Hall Group’s research and how we can assist your organization, please visit www.brandonhall.com

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David Wentworth

David Wentworth has been a senior research analyst in the human capital field since 2005 and joined the Brandon Hall Group in 2013. He has authored reports and articles on various human capital subjects with an emphasis on workforce technology. He has contributed to several reports published by ASTD, including authoring Mobile Learning: Learning in the Palm of Your Hand, The Rise of Social Media: Enhancing Collaboration and Productivity Across Generations, and Instructional Systems Design Today and in the Future. His work has also appeared in Compensation & Benefits Review and T+D Magazine.