Creating Behavior Change

Superior Training Based on
the
Right Science and Content

Drip7 evolved from a combination of quantitative memory and retention research, gamification, as well as a shift in workplace demographics to create a new way to learn. Behavior shifts can only happen when learned material and skills are remembered and put into practice. By focusing on expert content, direct delivery, and involving multiple learning styles, the Drip7 platform will better meet the needs of your organization.

Increased Retention

Your team is more likely to remember the information.

 

Encompass Different Learning Styles

Each learning style is incorporated into the platform to accommodate different learning styles.

Better Participation

Your team will enjoy the training, increasing the likely they will do it regularly.

EBBINGHAUS'Forgetting Curve

Hermann Ebbinghaus, a German psychologist, whose pioneering research on memory led to the discovery of forgetting and learning curves. The forgetting curve is impacted by repetition and learning in more frequent intervals.

The forgetting curve represents a graphical interpretation of how newly learned information decays in the brain. The steeper the slope of the curve, the faster the information decay is registered.

Using Drip7 will increase the amount of information your team will retain, increasing the efficacy of your training platform.

THE DRIP7Retention Curve

For your training to be successful, your team has to remember it. Retention becomes a crucial part of any corporate training platform.

Drip7 applies repetition in learning to offer organizations more specific, industry-relevant training that is retained and used.

“Only 20% of training information is remembered after 30 days without reinforcement.”

Gamification Works

Employees clearly see gamified training as more fun and engaging, but employers still need to be sure their investment in training is effective. Many organizations are taking notice of the positive results reported by using gamified training by two large accounting firms, KPMG and Price Waterhouse Cooper (PwC). Both did extensive research over time to calculate the impact of gamified training.

Harvard Business Review reported on the KPMG study to measure the effectiveness of a two-year KPMG gamified training program. The program was designed to improve employee understanding of KPMG products and services, resulting in the identification of business opportunities. Results were measured in 24 offices, showing a 25% increase in fees collected, a 16% increase in clients, and a 22% increase in new client opportunities. All metrics improved. The more an office used the training, the more their numbers improved.

Source: https://hbr.org/2023/03/does-gamified-training-get-results

Gamification is the Future of Training

 

The gamification market size is expected to grow to $46.44 billion in 2027 at a CAGR, compound annual growth rate of 25.6%.

Source: https://gamificationnation.com/blog/gamification-trends-for-2023/