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	Comments on: Co-creation with frontline staff	</title>
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	<description>Games-based learning. Gamification. Playful Design</description>
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		<title>
		By: Sarah Le-Fevre		</title>
		<link>https://ludogogy.professorgame.com/article/co-creation-with-frontline-staff/#comment-30</link>

		<dc:creator><![CDATA[Sarah Le-Fevre]]></dc:creator>
		<pubDate>Mon, 24 Feb 2020 16:07:32 +0000</pubDate>
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					<description><![CDATA[I&#039;m really interested in the process of co-creation. In fact, I&#039;m in the middle of writing a book about an approach to learning design which pretty much requires a co-creative process. Very often, I have found that the &#039;decision makers&#039; in the learning design process i.e. those who control the sign off on the resources and money, are very far removed from the learners, both in terms of their day-to-day experience and their status within the organisation.

Usually, the further removed they are, the greater decision-making clout they have - mostly due to the persistence of hierarchy. Consequently, it it all too easy to end up with a learning programme which reflects what the top brass think the staff should learn - based on little more than assumptions, rather than what the staff really need, based on lived experience. Co-creation, done well, is the first line of defence against this phenomenon.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m really interested in the process of co-creation. In fact, I&#8217;m in the middle of writing a book about an approach to learning design which pretty much requires a co-creative process. Very often, I have found that the &#8216;decision makers&#8217; in the learning design process i.e. those who control the sign off on the resources and money, are very far removed from the learners, both in terms of their day-to-day experience and their status within the organisation.</p>
<p>Usually, the further removed they are, the greater decision-making clout they have &#8211; mostly due to the persistence of hierarchy. Consequently, it it all too easy to end up with a learning programme which reflects what the top brass think the staff should learn &#8211; based on little more than assumptions, rather than what the staff really need, based on lived experience. Co-creation, done well, is the first line of defence against this phenomenon.</p>
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		<title>
		By: Scott Simmerman		</title>
		<link>https://ludogogy.professorgame.com/article/co-creation-with-frontline-staff/#comment-22</link>

		<dc:creator><![CDATA[Scott Simmerman]]></dc:creator>
		<pubDate>Fri, 21 Feb 2020 17:10:08 +0000</pubDate>
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					<description><![CDATA[I am constantly reminded that, &quot;Nobody ever washes a rental car,&quot; and that active involvement in the design of ANYTHING is a key to generating commitment and followup. Frontline folks are generally talked AT and not often expected to be engaged in any meaningful way.

Games are a great way to break down those Fourth Walls and to change the whole aspect of what training is about. 

On training, I am reminded of the &quot;If they can do it, they do not have to be trained how to do it&quot; mentality. So often, people in the workplace simply CHOOSE not to do something or they care little about the quality of their work because they have no ownership. Getting them to care often involves peer pressure as well as support from management, something that extrinsic reward systems simply cannot accomplish. But with play, we change those barriers and make the likelihood of change and commitment higher.

Good thoughts, Andy. Thanks for sharing. (And take a look at the Teaching the Caterpillar to Fly&quot; thinking in my article. We are definitely on the same page with all this!)]]></description>
			<content:encoded><![CDATA[<p>I am constantly reminded that, &#8220;Nobody ever washes a rental car,&#8221; and that active involvement in the design of ANYTHING is a key to generating commitment and followup. Frontline folks are generally talked AT and not often expected to be engaged in any meaningful way.</p>
<p>Games are a great way to break down those Fourth Walls and to change the whole aspect of what training is about. </p>
<p>On training, I am reminded of the &#8220;If they can do it, they do not have to be trained how to do it&#8221; mentality. So often, people in the workplace simply CHOOSE not to do something or they care little about the quality of their work because they have no ownership. Getting them to care often involves peer pressure as well as support from management, something that extrinsic reward systems simply cannot accomplish. But with play, we change those barriers and make the likelihood of change and commitment higher.</p>
<p>Good thoughts, Andy. Thanks for sharing. (And take a look at the Teaching the Caterpillar to Fly&#8221; thinking in my article. We are definitely on the same page with all this!)</p>
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		<title>
		By: Sue Basechler		</title>
		<link>https://ludogogy.professorgame.com/article/co-creation-with-frontline-staff/#comment-8</link>

		<dc:creator><![CDATA[Sue Basechler]]></dc:creator>
		<pubDate>Sun, 16 Feb 2020 15:10:11 +0000</pubDate>
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					<description><![CDATA[Andy, you hit all the right notes about the efficacy of games for frontline people who make change happen. And, in your business model, they co-create the games, too.]]></description>
			<content:encoded><![CDATA[<p>Andy, you hit all the right notes about the efficacy of games for frontline people who make change happen. And, in your business model, they co-create the games, too.</p>
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