SERIOUS GAMES DESIGN FOR CONTEXTUAL LEARNING IN COMPLIANCE Cover Image

SERIOUS GAMES DESIGN FOR CONTEXTUAL LEARNING IN COMPLIANCE
SERIOUS GAMES DESIGN FOR CONTEXTUAL LEARNING IN COMPLIANCE

Author(s): Florin Grosu, Florin Cioacă, Anatol Oprea, Ion Ungureanu
Subject(s): Psychology, State/Government and Education, ICT Information and Communications Technologies, Distance learning / e-learning
Published by: Carol I National Defence University Publishing House
Keywords: context; serious games; gamification; compliance; MiFID II; BrainHex model; LMS;

Summary/Abstract: This research paper examines the use of contextual learning in designing serious games for compliance learning. We examine the challenges of implementing learning programs in compliance learning in financial services. The population of this research consisted of 4000 bankers in 5 banks in Romania required to complete a continuous learning program in MiFID II. The population was split in two groups, with a similar structure and size (age, level of experience). The experimental group (2000 bankers) was required to complete a learning program in MiFID II that was built using gamification and serious games based on the roles of the bankers in the group, as well as the BrainHex player archetypes. The control group was required to complete the same learning program, but without any gamification elements. Both programs have been delivered using the same LMS and the elements of the learning programs, including the games, have been individually tagged and monitored automatically by the learning software. The results of the experiment reveal that: (1) 78% of the users completed the requirements of the mandatory learning program in the experimental group and 49% in the control group, a 59% increase indicating that the contextual learning approach using role based serious games significantly increases the learning progress, (2) the users in the experimental group have, on average, 92% more time spent in the platform than the 15 hours required by the regulators and 50% of that time is spent playing games. The results clearly indicate that by suing role-based serious games an organization can not only engage their staff to be compliant but also achieve the expected behavioural change.

  • Issue Year: 17/2021
  • Issue No: 01
  • Page Range: 414-422
  • Page Count: 9
  • Language: English