Recently, I worked on an assignment for a youngish audience. The audience was just out of college and getting used to corporate life for a year or two in most cases. These would be people who are in their mid twenties. Born in the late 90s - this audience is our first experience of the generation gap. The generation gap is a big one for facilitators. For many reasons, but the outcome of that is that the audience doesnt connect with you. By the time the 90s kids were in school - they would have had access to the internet and have been largely techno savvy. That was the problem statement. How do we build content in a way that it resonates with this audience. And thats when it struck us - to use gaming as an analogy. And showed corporate life from a viewpoint of a game that they need to play, collect coins, gain power ups and move up levels. This simple construct, resonated so well with the audience - we had not imagined it striking such a strong chord. ...
A collection of my thoughts, muses and creative pursuits from the learning and education space! A serendipitous journey over technology and operations led me into learning and education and leadership development for organizations and people. A collection of thoughts, nothing more - usually used to index and cross refer...