Short video by Anthony Onesto drawing from his book about engaging Gen Z talent. Core claim: many Gen Z are gamers, so learning and development should borrow the gaming concept of "flow" — design training that is neither too hard (discouraging) nor too easy (boring) to keep learners engaged. The clip is a brief practical tip aimed at curriculum designers and HR/L&D practitioners.
Chapters
Hey everyone. Anthony, Ernesto here. And here's a quick drop from my book, the New Employee how to Find, Keep and Elevate Gen Z Talent. One of the big pieces of research that we found in the book was that Gen Z are gamers. The majority of this generation are gamers. And so when you think of gaming mechanics, there's this thing called flow. And the idea of flow is you're creating games that aren't too difficult, that it feels impossible to level up or get better but. But not too easy, that people get bored and quit. And there's this middle section, this sort of balance, and it's actually called flow. And so when you think about creating your learning and development in your curriculum, what you really need to think about, and I think this applies to many generations, but specifically to Gen Z, the idea of flow. Don't make it too difficult that it's almost impossible for them to level up, and don't make it too easy that they just get bored and leave. Quick drop for today. We'll see you next time.