AgileLiteracy efficiently designs tailor-made agile games that help players learn which thought-processes, behaviors, and strategies will help them achieve their desired outcome. “The gamification experience starts opening up people. They let down their guard, start to be themselves, and learn fast,” says Leonor, agile coach and trainer, founder, AgileLiteracy. She adds, “This is how children learn so fast while playing, uninhibited by the fear of failure.” Based on this observation, AgileLiteracy developed Interactive, a fully customizable and safe environment where employees can create game content and train, powered by the company’s technology called Gelling. The technology reinforces desired skills and behaviors with every session, transforming the business culture at the workplace. Beyond leaderboards and badges, AgileLiteracy follows the fail fast and fail often paradigm where a safe environment is created for people to fail fast and learn from their mistakes quickly to develop desired behaviors.
AgileLiteracy efficiently designs tailor-made agile games that help players learn which thought-processes, behaviors, and strategies will help them achieve their desired outcome
Though most teams start as a group of people who hardly know each other, AgileLiteracy builds rapport and synergy among the members, stimulating synchronized and cohesive teamwork to nurture and stabilize organizations’ agile transition. Upon collaborating with and observing each other’s performance during game-based learning, the trainees also develop empathy as a leader.
Through demand learning, AgileLiteracy introduces gamification to the organizations that are facing problems. For instance, their teams may be having trouble structuring and organizing themselves or thinking outside the box. The company looks at the scenarios around the client’s problem to identify its root cause. Upon identifying the cause and requirements of the organization, the agile coach comes up with a quick game that shows the teams how to iterate through that game while at the same time learn what they are doing. Later, the coach and team have a retrospective discussion about—What happened? What did the teams learn? What the teams did?—making the process highly experimental and experiential. The coach sets rules for the game, which persuades the team to band together, organize themselves, and start thinking, enjoying, and learning while playing.
AgileLiteracy has a sci-fi game that teaches leadership how to become agile leaders and inspire team work. The company also intends to enhance Gelling by utilizing either VR or mixed reality with gamification. Driven to be disruptive and innovative, AgileLiteracy efficiently utilizes gamification to truly facilitate the ‘ability to move and think quickly and easily’ for faster desired results.