How PwC Uses Gamification To Support Learning, Engagement
How PwC Uses Gamification To Support Learning, Engagement
By Sheryl Estrada
July 28, 2020
Summary
Gamification can be effective in building employee engagement and teaching digital skills in a virtual environment, especially amid the COVID-19 pandemic, according to PwC, a global professional services firm.
"We asked ourselves the question, 'why are video games so successful?'" PwC Chief Learning Officer Leah Houde said during a virtual media presentation July 23.
"For decades, video games have somehow tapped into human needs for autonomy, mastery, purpose and relatedness. Research has shown that these are core fundamental needs that humans have." And, b.usiness outcomes are tied to how well employees are engaged, she added.
PwC used one such game to engage staff and offer the ability to win prizes for charities, Houde said.
PwC summer internships fall into three categories: Start, an early identification program for diverse college students; Advance, college junior and seniors who are able to participate in PwC client service work; and Advance Senior Associates, which an advisory practice for MBA students.
The incorporation of gaming into comprehensive learning mechanisms is becoming increasingly more popular with employees, according to research.
PwC gauges the effectiveness of gamification by monitoring employee feedback, Houde said.
Reference
Estrada, S. (2020, July 28). How PwC uses gamification to support learning, engagement. Retrieved August 02, 2020, from https://www.hrdive.com/news/how-pwc-uses-gamification-to-support-learning-engagement/582440/