Case Study Sanitas: Increase employee engagement through training

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“I spent ages looking for solutions, but never found anything quite like this or of this quality.”

Daniel Ferreiro, HR Manager Platforms / Recruitment and Training at Sanitas

CompanySanitas, Healthcare and well-being services
TrainingGame-based learning: the first online training solution that does not require promotion
Skills DevelopedContinuous Learning, self-confidence, coaching, communicating effectively, work-life balance, steady focus, change management, conflict management, innovation and creativity, leadership, negotiation, drive to deliver results, analytical thinking, planning, organizing and coordinating, problem solving, tolerance to pressure, decision-making, teamwork.
ProgramPeriod: 2014 – Present. Trained employees: 326
Serious GamesMerchants, Negotiation and Conflict Resolution Serious Game
Triskelion, Serious Game on Time Management and Personal Productivity
Pacific, Serious Game on Leadership and Team Management

Overview

Gamification as an enticement, self-paced training as an incentive and enhanced engagement as the ultimate goal. Sanitas has succeeded in making game-based learning a useful tool and in harnessing the multiple advantages it offers for raising engagement levels within the company.

Gamelearn’s simulation courses in a game-based learning format were part of an overall plan that sought to enhance staff identification with the healthcare services company. An ambitious plan in which learning and training played a key role from the outset.

Challenges

  • Represent real situations that enable employee development through a case-study learning model.
  • Develop tools that are genuinely useful for teaching transversal skills. In other words, ensure the training could be applied to each job, regardless of the employee’s professional background or specialization.
  • Find solutions that foster employee participation, motivate the staff to complete the training and provide a foolproof solution to the high drop-out rates experienced with other training models.

Solutions

  • Represent real life situations using negotiation and time management simulators, thus putting employees in “real” situations in which they have to apply their skills, while receiving feedback and improvement tips.
  • Impact on participant motivation. Because it is game-based, the learning process is different and engages the participant through the use of gamification techniques: rankings, badges, levels, etc.
  • Ensure that employees can manage their own training.
  • Offer a wide variety of new, non-technical skills that can be applied both to the participant’s personal and professional life.

Results

  • Completion rate 92%
  • Applicability rate 99%
  • Increase in employee engagement + 9%