Gamifying Learning 

 Challenge 

 I am part   of my organization ’s capability development team my / our challenge is to improve 

 Offtake of   learning in general and compliance related training in particular   within the organisation in   order to decrease the compliance related complains and issues . The project scope includes employees of   all the businesses i. E Technology , Operations and Support businesses . The project is limited to internal   resources ( i.e. , budget and employee time ) . The project should not exceed 90 business days and the   solution should include a gamified solution to deliver ethics and compliance training . We will focus on   trying to uncover what our team members , as well as key stakeholders within the larger teams , consider   to be challenge regarding the implementation of Respect for Individuals .. 

 Selection 

 Our team has already gone through several design thinking activities / tools , so we are ready to try the 

 learning launch tool . Broadly speaking , the learning launch is an experiment meant to quickly test an 

 idea and prototype . 

 Application 

 For our first learning launch , we focused on the structure of the gamified training . In 

 particular , we wanted to see if we could structure our tasks , projects , and processes to adapt the 

 methods of Scrum project management for our work ( e.g. , time boxed , daily , specific meetings , reviews , 

 etc . ) in an effort to become more agile . This tested our assumption that the structure and execution 

 were the main causes of our workflow challenge . Our team went through a two - day training with a 

 Scrum project management coach . Next , we went through 2 workshops to structure our tasks and 

 processes in a more agile way . These two sessions occurred within in a three - week timeframe . We 

 expected to produce a document with a clear description of our new , more agile processes / workflow . 

 For our second learning launch , we focused on gaining clarity about our tasks and priorities . This tested 

 our assumption that our prioritization of tasks was the main cause of our workflow challenge . Our team 

 completed an focus group discussion with key stake holders . The discussion included questions 

 about our new , proposed learning , understanding the process and the prioritization of tasks , and feelings   about the change in approach , and were conducted within a one - week timeframe . 

 Insight 

 By applying the learning launch tool , our team identified our assumptions and designed pilot launches to   test these assumptions . Additionally , we thought through anticipated results , expecting to find that a   more agile approach would improve our workflow , and that both our team and the key stakeholders   would be fairly open to the new prioritization of tasks and process . Our actual results were slightly   different from what we anticipated : while our team was open to the prioritization of tasks and process ,   the key stakeholders in the Employee relations team   and IT department expressed some concerns . 

 Moving forward , our team will review this insight and incorporate it into future launch designs . The   ongoing incorporation of feedback   is particularly important at this stage , as launches come before a full   rollout in the design thinking timeline . 

 Approach 

 Given that our team has already gone through several design thinking activities / tools and are at this 

 stage in the timeline , the gamification training   launch is the appropriate tool . As previously mentioned ,   our team needs to review the insight gained from our first two launches and incorporate this insight into   future launch . Future launch designs should reflect insight gained , progress made , and come closer to a 

 compelling solution ready for full rollout 


EMAIL: 
ID_NUM: 
NAME_STUDENT: 
PHONE_NUM: 
STREET_ADDRESS: 
URL_PERSONAL: 
USERNAME: 

### Task: You are a PII (Personal Identity Information) Detection. Given a essays written by students, you have to identify ONLY the following:
NAME_STUDENT - The full or partial name of a student that is not necessarily the author of the essay. This excludes instructors, authors, and other person names.
EMAIL - A student’s email address.
USERNAME - A student's username on any platform.
ID_NUM - A number or sequence of characters that could be used to identify a student, such as a student ID or a social security number.
PHONE_NUM - A phone number associated with a student.
URL_PERSONAL - A URL that might be used to identify a student.
STREET_ADDRESS - A full or partial street address that is associated with the student, such as their home address.
### Input: Gamifying Learning 

 Challenge 

 I am part   of my organization ’s capability development team my / our challenge is to improve 

 Offtake of   learning in general and compliance related training in particular   within the organisation in   order to decrease the compliance related complains and issues . The project scope includes employees of   all the businesses i. E Technology , Operations and Support businesses . The project is limited to internal   resources ( i.e. , budget and employee time ) . The project should not exceed 90 business days and the   solution should include a gamified solution to deliver ethics and compliance training . We will focus on   trying to uncover what our team members , as well as key stakeholders within the larger teams , consider   to be challenge regarding the implementation of Respect for Individuals .. 

 Selection 

 Our team has already gone through several design thinking activities / tools , so we are ready to try the 

 learning launch tool . Broadly speaking , the learning launch is an experiment meant to quickly test an 

 idea and prototype . 

 Application 

 For our first learning launch , we focused on the structure of the gamified training . In 

 particular , we wanted to see if we could structure our tasks , projects , and processes to adapt the 

 methods of Scrum project management for our work ( e.g. , time boxed , daily , specific meetings , reviews , 

 etc . ) in an effort to become more agile . This tested our assumption that the structure and execution 

 were the main causes of our workflow challenge . Our team went through a two - day training with a 

 Scrum project management coach . Next , we went through 2 workshops to structure our tasks and 

 processes in a more agile way . These two sessions occurred within in a three - week timeframe . We 

 expected to produce a document with a clear description of our new , more agile processes / workflow . 

 For our second learning launch , we focused on gaining clarity about our tasks and priorities . This tested 

 our assumption that our prioritization of tasks was the main cause of our workflow challenge . Our team 

 completed an focus group discussion with key stake holders . The discussion included questions 

 about our new , proposed learning , understanding the process and the prioritization of tasks , and feelings   about the change in approach , and were conducted within a one - week timeframe . 

 Insight 

 By applying the learning launch tool , our team identified our assumptions and designed pilot launches to   test these assumptions . Additionally , we thought through anticipated results , expecting to find that a   more agile approach would improve our workflow , and that both our team and the key stakeholders   would be fairly open to the new prioritization of tasks and process . Our actual results were slightly   different from what we anticipated : while our team was open to the prioritization of tasks and process ,   the key stakeholders in the Employee relations team   and IT department expressed some concerns . 

 Moving forward , our team will review this insight and incorporate it into future launch designs . The   ongoing incorporation of feedback   is particularly important at this stage , as launches come before a full   rollout in the design thinking timeline . 

 Approach 

 Given that our team has already gone through several design thinking activities / tools and are at this 

 stage in the timeline , the gamification training   launch is the appropriate tool . As previously mentioned ,   our team needs to review the insight gained from our first two launches and incorporate this insight into   future launch . Future launch designs should reflect insight gained , progress made , and come closer to a 

 compelling solution ready for full rollout
### Output: 