May be able to introduce gamification strategy and involve the employees and

May be able to introduce gamification strategy and

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connection between employees and customers Electroboards PYT LTD. May be able to introduce gamification strategy and involve the employees and cusotmers more into the idea generation process as well as make them more enthusiastic about the product. 5.0 Recommendations The following recommendations are: Identify the problem as a whole and planning out an idea generation method. Involve employees and customers in the idea generation process. This will allow the company to know more about the inner bottleneck at the bottom segment of the corporate organogram. Make Communication of employees and managers a bilateral process and allow them to express their ideas and concerns. Train employees about innovation and about open communication. Introduce events that engage both employees and customers with one another. For example, skateboarding competition George Erian (n9751751) Innovation at Electroboards Pty Ltd Page 5 of
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BSB115 – Management Assessment # 2 - VBD Brief Sem1, 2016 6.0 References Baumgartner, J. (2015, May). A process for Innovation Planning . Retrieved from Innovation management.se: - for-innovation-planning/ Benefits of innovation . (2015, July 21). Retrieved from Boundless.com: - textbook/organizational-culture-and-innovation-4/adapting-and-innovating- 36/benefits-of-innovation-193-1046/ Burke, B. (2013, January 21). The Gamification of Business. Retrieved from Forbes: - business/#a662425d578f Burke, B. (2014, August 6). How to Gamify Innovation . Retrieved from Forbes: - innovation/#612e89674418 Cook, W. (2013). Fice Reasons You Can't Ignore Gamification. Chief Learning Officer , 12 (5), 46 - 55. CSD. (2015). Engaging with Gamification. Convienience Sotre Decisions, 26 (6), 14. Dale, S. (2014). Gamification: Making work fun, or making fun of work? Business Information Review, 31 (2), 82-90. Drucker, P. F. (1988, February 10). Best RND Is Business Driven. Wall Street Journal , 11. Fraser, K. (2014). The Future of Learning and Teaching in Next Generation Learning Spaces. Bradford: Emerald Group Publishing Limited. Kotter, J. P. (1995, April ). Leading Chance: Why Transformation Efforts Fail. Hardard Business Review , 59 - 67 . Murray, J. (2006). Toward a Cultural Theory of Gaming: Digital Games and Co-Evolution of Media, Mind and Culture. Popular Communication, 4(3), 185 - 202.Oprescu, F. J. (2014). I PLAY AT WORK- then principles for transforming work processes through gamification. Frontiers in Psychology, 5(14).Procopie, R. B. (2015). The Game of Innovation. Is Gamification a New Trendsetter? (9), 1142 - 1155. Quinn, J. B. (1985, May). Managing Innovation: Controlled Chaos . Retrieved from Harvard business review: Schermerhorn, J. S. (2014). Management: Foundations and Applications. (2. A. Edition, Ed.) New York: John Wiles & Sons. Six Advantages of Open Communication Lines in the Workplace . (2014, February 7th). Retrieved from Marquee Staffing: - advantages-open-communication-lines-workplace/ Straz, M. (2015, January 22). Five Great Out-Of-The-Box Ways To Engage Your Employees . Retrieved from Talent Management and HR: - of-the-box-ways-to-engage-your-employees/ Strohmeyer, R. (2013, August 28). Gamification: Using play to motivate employees and engage customers . Retrieved from PC World: - employees-and-engage-customers.html George Erian (n9751751) Innovation at Electroboards Pty Ltd Page 6 of
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