MGMT20143: Zume Pizza's Employee Training Program with Gamification
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AI Summary
This report analyzes Zume Pizza's innovative approach to employee training through gamification. It begins by identifying the entrepreneurial problem of integrating new technology and the need for effective employee training to handle automated processes. The report outlines the target market as Zume Pizza employees and highlights the benefits of the program, including increased customer satisfaction, profit, and reduced risks. It then details the business model, organizational structure, and financial aspects of the training program. Critical success factors, such as skilled employees and the use of technology, are discussed, along with potential risks and assumptions. The feasibility of the gamification training program is assessed, concluding that it is a viable solution for improving employee skills and overall business performance. The report emphasizes the importance of adapting to technological advancements and providing employees with the necessary skills to succeed, ultimately contributing to Zume Pizza's competitive advantage.

Think Big 1
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Contents
Introduction.................................................................................................................................................3
The reason behind Zume Pizza....................................................................................................................3
Problem identification.................................................................................................................................3
Target Market..............................................................................................................................................4
Benefits related to Zume Pizza....................................................................................................................4
Business Model...........................................................................................................................................5
Organizational Structure for training program using gamification..............................................................6
Source of finance.........................................................................................................................................6
Critical Success factors regarding the implementation of the idea...............................................................7
Identification of critical risk and assumption...............................................................................................8
Feasibility....................................................................................................................................................8
Conclusion...................................................................................................................................................9
References.................................................................................................................................................10
Appendix...................................................................................................................................................12
Business model canvas..........................................................................................................................12
Contents
Introduction.................................................................................................................................................3
The reason behind Zume Pizza....................................................................................................................3
Problem identification.................................................................................................................................3
Target Market..............................................................................................................................................4
Benefits related to Zume Pizza....................................................................................................................4
Business Model...........................................................................................................................................5
Organizational Structure for training program using gamification..............................................................6
Source of finance.........................................................................................................................................6
Critical Success factors regarding the implementation of the idea...............................................................7
Identification of critical risk and assumption...............................................................................................8
Feasibility....................................................................................................................................................8
Conclusion...................................................................................................................................................9
References.................................................................................................................................................10
Appendix...................................................................................................................................................12
Business model canvas..........................................................................................................................12

Think Big 3
Introduction
Changes have provided in number of organizations because of the demand of the customers and
the business according to the latest technology. The process of improving a new venture of
business is referred to as entrepreneurship. It is needed for the business to make the business to
bring amendments in the existing business in order to develop business. There is a number of the
modern business world that are facing huge competition because of the entry of considerable
number of the latest entity. As an influence of globalization, there is number of organizations are
observed to focus on enlarging their business across the obstacle of the country. This assignment
will describe the innovative idea of
The reason behind Zume Pizza
It is vital to have enough knowledge regarding selection of the new business and their
contribution to making improvements in the market. Zume Pizza is effective in quality that
provides various varieties in less range so that one could afford them easily (Owler.com, 2019).
Along with that, it offers application, through which one can order easily after seeing the whole
menu, without going anywhere. One of the reasons is deal as the company offers a deal to its
customers after analyzing the location of them (Chesbrough, 2010). It has been found that there
is number of food sector that are unable to provide easy services to their customers at lower rate.
The company is able to communicate with their customers through an online platform that
enables them to connect with them for a long period.
Introduction
Changes have provided in number of organizations because of the demand of the customers and
the business according to the latest technology. The process of improving a new venture of
business is referred to as entrepreneurship. It is needed for the business to make the business to
bring amendments in the existing business in order to develop business. There is a number of the
modern business world that are facing huge competition because of the entry of considerable
number of the latest entity. As an influence of globalization, there is number of organizations are
observed to focus on enlarging their business across the obstacle of the country. This assignment
will describe the innovative idea of
The reason behind Zume Pizza
It is vital to have enough knowledge regarding selection of the new business and their
contribution to making improvements in the market. Zume Pizza is effective in quality that
provides various varieties in less range so that one could afford them easily (Owler.com, 2019).
Along with that, it offers application, through which one can order easily after seeing the whole
menu, without going anywhere. One of the reasons is deal as the company offers a deal to its
customers after analyzing the location of them (Chesbrough, 2010). It has been found that there
is number of food sector that are unable to provide easy services to their customers at lower rate.
The company is able to communicate with their customers through an online platform that
enables them to connect with them for a long period.

Think Big 4
Problem identification
It has been found that the company is advanced in adopting the latest technology and that is why
the company commenced automated robots for the handing out of the food goods which was a
noteworthy move from the fraction of the senior level management of the association for the
purpose of amplifying the food process (Ramdani, Chevers & Williams, 2013). it has been
found that the company is facing issue in handling this latest technology that requires training
and development program with innovative way. It is necessary for the employees of the company
to have great skills and shortcut to handle all tasks promptly and for this they need to get trained.
Lack of training and development program can lead the organization into a hazardous situation.
Target Market
The company is decided to go for the training and development program using Gamification.
This innovation technique would enable learners to look for better results and maintain their
interest in the training from day one (Simek, 2019). The development of the business relies on
the pre-planning in which the company should focus on the target market that enables them to
decide, for whom strategy is made. The target market refers to the set of buyers who are
interested in developed or proposal product. Consequently, the target market for the Zume Pizza
would be employees of the company so that they get proper training about the new technology. It
would help them to understand the entire concept regarding customer handling so that repeat
purchase can be maintained for a long time.
Benefits related to Zume Pizza
Better customer satisfaction
Problem identification
It has been found that the company is advanced in adopting the latest technology and that is why
the company commenced automated robots for the handing out of the food goods which was a
noteworthy move from the fraction of the senior level management of the association for the
purpose of amplifying the food process (Ramdani, Chevers & Williams, 2013). it has been
found that the company is facing issue in handling this latest technology that requires training
and development program with innovative way. It is necessary for the employees of the company
to have great skills and shortcut to handle all tasks promptly and for this they need to get trained.
Lack of training and development program can lead the organization into a hazardous situation.
Target Market
The company is decided to go for the training and development program using Gamification.
This innovation technique would enable learners to look for better results and maintain their
interest in the training from day one (Simek, 2019). The development of the business relies on
the pre-planning in which the company should focus on the target market that enables them to
decide, for whom strategy is made. The target market refers to the set of buyers who are
interested in developed or proposal product. Consequently, the target market for the Zume Pizza
would be employees of the company so that they get proper training about the new technology. It
would help them to understand the entire concept regarding customer handling so that repeat
purchase can be maintained for a long time.
Benefits related to Zume Pizza
Better customer satisfaction
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Think Big 5
The new idea of training and development program of 1 week would be able to provide better
customer satisfaction. An innovative idea will lead the company into an effective position where
all customers would be satisfied through innovative products.
Increased profit
The main aim of every organization is to increase revenue at the end and the same goes with that
organization. The company would be able to attain the profit due to provide better quality of
food in less time with the help of this innovation technique (Tukker & Tischner, 2017).
Decrease risks
As it has been noticed in previous assignment that there is a number of food companies that have
adopted the latest technology in which the robot is included in the workforce. The company
would face a challenge for the same because their competitors will give intensive competition to
them. With the help of this effective training program with gamification allow employee of
Zume Pizza to work fast with some shortcuts. This would be able to reduce the risks of losing the
customers.
Business Model
The business model has nine elements that are considered as building blocks. The business
model has the capability to recognize the importance of identifying customers with a propensity
to purchase (Rohrbeck, Konnertz & Knab, 2013). Customers want assurance of the quality in the
products and for the same they concern. The company has key partners such as Softbank, Jerry
Yang and SignalFire. In conjunction with, the standards of Australian Food is referred to be a
vital partner of the chosen organization for evaluating the quality in the products of the
The new idea of training and development program of 1 week would be able to provide better
customer satisfaction. An innovative idea will lead the company into an effective position where
all customers would be satisfied through innovative products.
Increased profit
The main aim of every organization is to increase revenue at the end and the same goes with that
organization. The company would be able to attain the profit due to provide better quality of
food in less time with the help of this innovation technique (Tukker & Tischner, 2017).
Decrease risks
As it has been noticed in previous assignment that there is a number of food companies that have
adopted the latest technology in which the robot is included in the workforce. The company
would face a challenge for the same because their competitors will give intensive competition to
them. With the help of this effective training program with gamification allow employee of
Zume Pizza to work fast with some shortcuts. This would be able to reduce the risks of losing the
customers.
Business Model
The business model has nine elements that are considered as building blocks. The business
model has the capability to recognize the importance of identifying customers with a propensity
to purchase (Rohrbeck, Konnertz & Knab, 2013). Customers want assurance of the quality in the
products and for the same they concern. The company has key partners such as Softbank, Jerry
Yang and SignalFire. In conjunction with, the standards of Australian Food is referred to be a
vital partner of the chosen organization for evaluating the quality in the products of the

Think Big 6
organization. In the context of the key resources, it shall be noted that the company has skilled
employees who know how to perform in a well efficient manner (Spieth, Schneckenberg &
Ricart, 2014). Despite the employees, the company has new employee in the form of robot that
can increase the work efficiency within the workplace.
Organizational Structure for training program using gamification
Department Number of employees
Research Team 10
Analysts 6
Skilled Trainer 2
IT Members 4
Marketing and PR 4
Source of finance
The business would require a basic outlay as below:
Particulars Approximate expenses
recruitment cost and salaries of Training
program’s member
AUD 35000
Infrastructure AUD 40000
Upholding AUD 15000
Expenses on the training equipment AUD 10000
Advertisement and promotion activities AUD 5000
Office overheads AUD 2000
organization. In the context of the key resources, it shall be noted that the company has skilled
employees who know how to perform in a well efficient manner (Spieth, Schneckenberg &
Ricart, 2014). Despite the employees, the company has new employee in the form of robot that
can increase the work efficiency within the workplace.
Organizational Structure for training program using gamification
Department Number of employees
Research Team 10
Analysts 6
Skilled Trainer 2
IT Members 4
Marketing and PR 4
Source of finance
The business would require a basic outlay as below:
Particulars Approximate expenses
recruitment cost and salaries of Training
program’s member
AUD 35000
Infrastructure AUD 40000
Upholding AUD 15000
Expenses on the training equipment AUD 10000
Advertisement and promotion activities AUD 5000
Office overheads AUD 2000

Think Big 7
Total AUD107000
Forecasted Revenues
Year Expected Costs Expected Revenue
Year 1 AUD 65000 >AUD 40000
Year 2 AUD 45000 >AUD 65000
Year 3 AUD 40000 >AUD 80000
Critical Success factors regarding the implementation of the idea
The company would be able to attain massive profits because of the innovative business as it
facilitates in developing productivity. The innovative program would bring effective change in
the organization as well as give intensive competition to the competitors (Drucker, 2014). The
company has effective key resources which can be considered as the critical success factor.
Along with that, the company has a number of GPS equipped automated vans which are able to
deliver the food products to the customer in the least time. Moreover, the company has adopted
the latest technology in which there is a place for the processing of the food products with
quality that satisfies the customers and enables them to connect with the company for a long
period (Burns, 2016).
The major success factor for the company is the skilled employees because they would be able to
get enough knowledge regarding the training and development program and can adopt the
gamification. The main target of this program is to satisfy the targeted customer that is youth
generation because in modern time, youth is able to grab the latest technology in a quick manner.
Total AUD107000
Forecasted Revenues
Year Expected Costs Expected Revenue
Year 1 AUD 65000 >AUD 40000
Year 2 AUD 45000 >AUD 65000
Year 3 AUD 40000 >AUD 80000
Critical Success factors regarding the implementation of the idea
The company would be able to attain massive profits because of the innovative business as it
facilitates in developing productivity. The innovative program would bring effective change in
the organization as well as give intensive competition to the competitors (Drucker, 2014). The
company has effective key resources which can be considered as the critical success factor.
Along with that, the company has a number of GPS equipped automated vans which are able to
deliver the food products to the customer in the least time. Moreover, the company has adopted
the latest technology in which there is a place for the processing of the food products with
quality that satisfies the customers and enables them to connect with the company for a long
period (Burns, 2016).
The major success factor for the company is the skilled employees because they would be able to
get enough knowledge regarding the training and development program and can adopt the
gamification. The main target of this program is to satisfy the targeted customer that is youth
generation because in modern time, youth is able to grab the latest technology in a quick manner.
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Think Big 8
In the context of the gamification, the employees of the company would be able to embrace
creative e-learning solutions with effective training techniques and grab the stimulating training
strategies in order to satisfy the customers (Daniel, Bogdan & Daniel, 2012).
Identification of critical risk and assumption
However, the implementation of a new program with an innovative idea is good for the company
that encourages employees to perform in well-efficient manner. On the other hand, it will entail
some risks as well because the gamification in training program would consume a lot of
investment. It is required for the participants in a training program to join from the first day
without missing in mid; otherwise, it may lead them into confusion. Along with that, leaving of
employee in the mid of the training can increase the cost of the company (Gelbmann &
Hammerl, 2015). It can be assumed that the company can face issues in the context of less
adoption of this new technique by the employees.
Feasibility
The feasibility of the new product is approachable because the company can get high profit due
to the upper level of customer satisfaction. The focus of the company can be on campaign
advertisement in which they attract a large number of people towards the services that they are
offering. It is necessary for the company to make realistic aim and work on that an efficient
manner to attain the set objectives. The company can easily start the training program with
gamification in which they can maintain the interest of employees in the training from the first
day (Zumepizza.com, 2019). Gamification is considered as an employee training from that the
employee can optimize their mistakes and get enough solution for the same.
In the context of the gamification, the employees of the company would be able to embrace
creative e-learning solutions with effective training techniques and grab the stimulating training
strategies in order to satisfy the customers (Daniel, Bogdan & Daniel, 2012).
Identification of critical risk and assumption
However, the implementation of a new program with an innovative idea is good for the company
that encourages employees to perform in well-efficient manner. On the other hand, it will entail
some risks as well because the gamification in training program would consume a lot of
investment. It is required for the participants in a training program to join from the first day
without missing in mid; otherwise, it may lead them into confusion. Along with that, leaving of
employee in the mid of the training can increase the cost of the company (Gelbmann &
Hammerl, 2015). It can be assumed that the company can face issues in the context of less
adoption of this new technique by the employees.
Feasibility
The feasibility of the new product is approachable because the company can get high profit due
to the upper level of customer satisfaction. The focus of the company can be on campaign
advertisement in which they attract a large number of people towards the services that they are
offering. It is necessary for the company to make realistic aim and work on that an efficient
manner to attain the set objectives. The company can easily start the training program with
gamification in which they can maintain the interest of employees in the training from the first
day (Zumepizza.com, 2019). Gamification is considered as an employee training from that the
employee can optimize their mistakes and get enough solution for the same.

Think Big 9
Conclusion
It can be concluded from the above discussion that the business model has noteworthy value in
providing great ideas to the business in an effective manner. This report has entailed the solution
of less productivity due to the involvement of a number of competitors. The training program
using gamification has been the new approach for getting the attention of number of employees
towards achieving the task in limited time period. The organizational structure, feasibility of the
idea and critical success factor has been mentioned in the assignment for getting better
understanding regarding the proposed technique.
Conclusion
It can be concluded from the above discussion that the business model has noteworthy value in
providing great ideas to the business in an effective manner. This report has entailed the solution
of less productivity due to the involvement of a number of competitors. The training program
using gamification has been the new approach for getting the attention of number of employees
towards achieving the task in limited time period. The organizational structure, feasibility of the
idea and critical success factor has been mentioned in the assignment for getting better
understanding regarding the proposed technique.

Think Big 10
References
Burns, P. (2016). Entrepreneurship and small business. Palgrave Macmillan Limited.
Chesbrough, H. (2010). Business model innovation: opportunities and barriers. Long range
planning, 43(2-3), 354-363.
Daniel, M., Bogdan, G., & Daniel, Z. (2012). The use of event marketing management
strategies. Procedia-Social and Behavioral Sciences, 46, 5409-5413.
Drucker, P. (2014). Innovation and entrepreneurship. Routledge. United Kingdom.
Gelbmann, U., & Hammerl, B. (2015). Integrative re-use systems as innovative business models
for devising sustainable product–service-systems. Journal of Cleaner Production, 97, 50-
60.
Owler.com(2019). Zume Pizza Competitors, Revenue and Employees - Owler Company Profile.
Retrieved from https://www.owler.com/company/zumepizza
Ramdani, B., Chevers, D., & A. Williams, D. (2013). SMEs' adoption of enterprise applications:
A technology-organisation-environment model. Journal of Small Business and Enterprise
Development, 20(4), 735-753.
Rohrbeck, R., Konnertz, L., & Knab, S. (2013). Collaborative business modelling for systemic
and sustainability innovations. International Journal of Technology Management
22, 63(1-2), 4-23.
References
Burns, P. (2016). Entrepreneurship and small business. Palgrave Macmillan Limited.
Chesbrough, H. (2010). Business model innovation: opportunities and barriers. Long range
planning, 43(2-3), 354-363.
Daniel, M., Bogdan, G., & Daniel, Z. (2012). The use of event marketing management
strategies. Procedia-Social and Behavioral Sciences, 46, 5409-5413.
Drucker, P. (2014). Innovation and entrepreneurship. Routledge. United Kingdom.
Gelbmann, U., & Hammerl, B. (2015). Integrative re-use systems as innovative business models
for devising sustainable product–service-systems. Journal of Cleaner Production, 97, 50-
60.
Owler.com(2019). Zume Pizza Competitors, Revenue and Employees - Owler Company Profile.
Retrieved from https://www.owler.com/company/zumepizza
Ramdani, B., Chevers, D., & A. Williams, D. (2013). SMEs' adoption of enterprise applications:
A technology-organisation-environment model. Journal of Small Business and Enterprise
Development, 20(4), 735-753.
Rohrbeck, R., Konnertz, L., & Knab, S. (2013). Collaborative business modelling for systemic
and sustainability innovations. International Journal of Technology Management
22, 63(1-2), 4-23.
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Think Big 11
Simek, E. (2019). 5 Innovative employee training techniques you must consider. Retrieved from:
https://blog.userlane.com/5-innovative-employee-training-techniques-to-consider/ .
Spieth, P., Schneckenberg, D., & Ricart, J. E. (2014). Business model innovation–state of the art
and future challenges for the field. R&d Management, 44(3), 237-247.
Tukker, A., & Tischner, U. (Eds.). (2017). New business for old Europe: product-service
development, competitiveness and sustainability. Routledge.
Zumepizza.com(2019). Order Delicious Pizza and Have it Delivered Zume Fast. Retrieved from
https://zumepizza.com/
Simek, E. (2019). 5 Innovative employee training techniques you must consider. Retrieved from:
https://blog.userlane.com/5-innovative-employee-training-techniques-to-consider/ .
Spieth, P., Schneckenberg, D., & Ricart, J. E. (2014). Business model innovation–state of the art
and future challenges for the field. R&d Management, 44(3), 237-247.
Tukker, A., & Tischner, U. (Eds.). (2017). New business for old Europe: product-service
development, competitiveness and sustainability. Routledge.
Zumepizza.com(2019). Order Delicious Pizza and Have it Delivered Zume Fast. Retrieved from
https://zumepizza.com/

Think Big 12
Appendix
Business model canvas
Key Partners Key activities Value
Proposition
Customer
relations
Customer
segments
Softbank.
Jerry Yang
and
SignalFire
Effective
training
New technique
of gamification
Analysis of the
performance
considerati
on to the
health
standards
of the
customers
Amplified
knowledge
Reduced
Risk
High rated
services
Long term
relationship
Less time
for deliver
Initiation
of
application
Age group of
16-35
Average income
of 10000
Australian
dollars per
annum.
Male and
Female both.
Key Resources Channels
Skilled
employees
Financial
resources
Advertisement
Word of mouth
Customers
loyalty
Appendix
Business model canvas
Key Partners Key activities Value
Proposition
Customer
relations
Customer
segments
Softbank.
Jerry Yang
and
SignalFire
Effective
training
New technique
of gamification
Analysis of the
performance
considerati
on to the
health
standards
of the
customers
Amplified
knowledge
Reduced
Risk
High rated
services
Long term
relationship
Less time
for deliver
Initiation
of
application
Age group of
16-35
Average income
of 10000
Australian
dollars per
annum.
Male and
Female both.
Key Resources Channels
Skilled
employees
Financial
resources
Advertisement
Word of mouth
Customers
loyalty

Think Big 13
Cost Structure Revenue Structure
Fixed cost
Salaries of the employees
Training equipments
Variable Cost:
Expenses for advertisement
Telephone expenses
Electricity
Rise of 3.8 % from the sum of revenue of 2016
Cost Structure Revenue Structure
Fixed cost
Salaries of the employees
Training equipments
Variable Cost:
Expenses for advertisement
Telephone expenses
Electricity
Rise of 3.8 % from the sum of revenue of 2016
1 out of 13
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