Traditional vs. Gamified Training: Differences and Results

Traditional vs. Gamified Training: Differences and Results

It is well known that training is one of the most important elements in managing a sales team. In real estate, it is even more important. Today, the average conversion rate to sales is only 1% in the industry. Real estate managers and developers reckon they lose lots of deals and one of the main reasons is the low qualification of realtors.

From product information to sales techniques, negotiation, customer service, real estate financing and many more, these are all subjects that need to be trained by brokers in order to yield better results and increase their productivity. Data indicates that a skilled team can yield between 20% and 40% more. Who doesn’t want to see their sales increase like this?

There are many types of training, but the most used are the traditional face-to-face, distance learning and a new type that has gained many fans due to the great results: training with gamification. We will show you the difference among them do that you can choose the one that suits your real estate or developer.

Traditional classroom training

This type of training is the oldest among all: it requires that you allocate your team for days, set everyone in a room or auditorium, and have a facilitator, speaker or coach present the information. This model is the same used in school classrooms and has been around for decades.

The problem with this model is that it is getting outdated. Besides being expensive, it is necessary to remove everything from the workplace to gather in one place. In addition, it is usually only timely, has no continuity and it is not known whether past content has been properly memorized or learned, as there are no metrics and ways to measure the knowledge gained in this format. Another problem is that training can get boring, and with the advent of the internet, social networks and WhatsApp, many people end up getting on mobile and not paying proper attention to the content.

Distance Training

Technology came to make things easier and teaching was one of them. In the distance learning model, the advantage is that one can learn from anywhere and anytime, you just need to have access to the internet. This way there are no commuting costs and there is no need to mobilize the whole team.

The disadvantage is that this is the same method of teaching, only in a different format. And people today don’t have the time or the patience to watch long content without interaction. As a result, traditional distance learning is a waste of time for it does not engage users.

Gamification Training

Gamification is a technique that uses game elements in other activities to increase motivation. Research published in Frontiers in Human Neuroscience showed the effects of games on the brain, and one of the benefits pointed was the high degree of attention people had to other media.

For this reason, the use of gamification has become a major trend. The study by the Institute of Electrical and Electronics Engineers predicts that by 2020, about 85 percent of everyday activities will have game elements.

In Brazil, several segments are already using gamification in certain tasks to increase engagement. And the feedback was very positive. Data from FGV show that the technique can increase the productivity of teams up to 40% and large companies like Microsoft and Gerdau have already adopted it. Game elements such as competition, storytelling, and prizes are some of the most engaging and entertaining features.

According to the anthropologist Johan Huizinga, man is a naturally playful being and games have become a very strong cultural element. People are much more encouraged by challenges and rewards, some of the main ingredients of games, than by punishment. In addition, gaming is fun and provides intrinsic motivations and continuous stimuli, such as achievement of a goal and a sense of continuous winning.

There are some training solutions using gamification, including websites and applications that simulate a game in which the user learns. The advantages are: you can do it anywhere and anytime and there are metrics and continuity to it.


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