Gamification Talk Radio

Informações:

Sinopse

Level Up your corporate learning and development programs, employee onboarding, client engagement, or classroom with this cutting-edge strategy to motivate and engage employees, customers, and students. Hosted by Sententia Gamification, our guests include gamification gurus, platform providers, and end users who give you tips, tools, and techniques to add immediately to your training, talent development leadership, and employee engagement toolbox. Put Gamification to work for you!

Episódios

  • Bernardo Letayf - Map a Player Journey

    18/09/2020 Duração: 31min

    Why is a well crafted player journey such an essential part of gamified instruction?  Bernardo is joining us today to promote his workshop that he will be giving at Gamicon 2020 about player journey creation.  Learn how a well crafted player journey will reward mastery, as well as how critical it is to balance an extrinsic rewards system.  Should everyone get a trophy?  About our guest: Bernardo is a gamification expert, trainer, and international speaker with a specialty in Web and UX design/development.  He was inspired to create the BLUErabbit educational platform by his own negative experiences as a student and a belief that every learner in the world deserves better.  His mission is to transform education because he believes that it is overdue for an evolution.  "Passing a class isn't learning" The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning

  • Victoria Ichizli-Bartels - Practice Self-Gamification

    13/08/2020 Duração: 30min

    Our topic today is:  Practice Self-Gamification or we could turn that title into How to Play the “Turn Your Life into Fun Games” Game You are going to appreciate the program today as you learn how and why to turn your life into a game. Why would you do that?  One reasons to turn any project into a game is that when you no longer focus on upsets and complaints, you save an enormous amount of time. About Our Guest:   Victoria is a writer, instructor, and consultant with a background in semiconductor physics, electronic engineering (with a Ph.D.), information technology, and business development. While being a non-gamer, Victoria came up with the term Self-Gamification, a gameful and playful self-help approach bringing anthropology, kaizen, and gamification-based methods together to increase the quality of life. She approaches all areas of her life this way. Due to the fun she has, while turning everything in her life into games, she intends never to stop designing and playing them. The Gamification Quest Podcas

  • Marilyn Zwissler - The Great Art Quest

    20/07/2020 Duração: 25min

    An art history course developed for Alverno College based on a challenge to save art works of five ancient cultures from oblivion and thereby save the memory of those cultures.  About Our Guest:  Marilyn Zwissler started out as a product trainer, found out it was a profession, and is now a performance improvement professional. Along the way, she earned her Master’s Degree in Organizational Development and is a certified Learning and Development Professional (CPLP). Games and how people learn through experience has always intrigued her. Last year she graduated from Sententia’s Journeyman program and started an online course program for Alverno College based on a game concept. She calls her course The Great Art Quest. The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.

  • Jean Marrapodi - GamiCon Throwdown Judging

    19/07/2020 Duração: 30min

    Gamicon head judge Jean Marrapodi walks us through the Gamicon Project Throwdown competition, the creation of a comprehensive rubric for that competition, and the difference that it made.  We explore questions like "how should instructional designers be judged?", "Who should be doing the judging?", and "What makes gamified learning objectively good?".   About our guest: Jean is a pioneering problem solver. With 20+ years’ experience in corporate training in retail, banking, print, non-profits and healthcare, followed by 5 in higher education, she worked to bring innovation to each organization, shifting paradigms and transforming learning methodologies. In her current role at MassMutual, she works with financial literacy education for the Society of Grownups. Additionally, she does consulting as the Chief Learning Architect at Applestar Productions, providing targeted E-learning and custom workshops for her clients. Jean led the award-winning eLearning team at New England College of Business, where she contin

  • Masha Sedova - Hacker's Mind

    27/04/2020 Duração: 35min

    Hacker’s Mind by Elevate Security gamifies the security training process resulting in employees who understand their importance in securing your organization. Turn every employee into a security superhero, and equip the organization to succeed against today’s people-centered risk.  About Masha Sedova:  Masha Sedova is an industry-recognized people-security expert, speaker and trainer focused on engaging people to be key elements of secure organizations. She is the Co-Founder of Elevate Security, delivering the first people-centric security platform that leverages behavioral-science to transform employees into security super-humans. Before Elevate Security, Sedova was a Security Executive at Salesforce where she built and led the security engagement team focused on improving the security mindset of employees, partners and customers. In addition, Sedova has been a member of the board of directors for the National Cyber Security Alliance and a regular presenter at conferences such as Black Hat, RSA, ISSA, Enigma

  • Monica Cornetti - Six Keys to Successfully Gamify Your Next Webinar

    20/03/2020 Duração: 33min

    Informational webinars, attract people who are either moderately curious about something that you're offering; wondering if you'll be able to meet their needs. If you're in HR, Corporate Training, or a Teacher, webinars offer an inexpensive (free) alternative to live, instructor-led sessions. If you are a business owner or a marketer. webinars are an effective way for you to get publicity and increase sales.  With the tips and techniques you'll learn in this podcast, you'll be able to add some fun challenges and rewards to keep your audience engaged with simple gamification techniques you can start to use today! Check out and download the free case study at www.TheGamificationQuest.com (3/20/2020 episode). The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us)

  • Amy Morrisey - The Catch It Game for Tiffany and Co.

    10/02/2020 Duração: 34min

    Tiffany & Co. needed to train security officers to follow an important process when they suspect someone of shoplifting.  The target audience rarely actually encounters a situation that allows them to apprehend a shoplifter. They must remember and apply Tiffany’s Five Elements of Proof EXACTLY or risk a public relations catastrophe. Tiffany and Co. went to Artisan eLearning to create something memorable and challenging for their learners… and the idea for Catch It was formed. Amy Morrisey is the President of Artisan E-Learning and serves as Sales & Marketing Manager. As President, she stays focused on maintaining the high standards their clients have grown to expect. She believes that “staying close to our clients, our people, and our work is a smart way to do that.”  One of her favorite things to do in the e-learning world is to jump in with a client to write a storyboard that is creative and application-based.  Before working with Artisan, Amy spent 17 years in corporate training and development pre

  • Scott Provence - 2019 Training Magazine Winner of Excellence in No Tech Gamification Design

    21/01/2020 Duração: 33min

    If you go to our podcast website – www.TheGamifictionQuest.com – you can see the case study that we created around Scott’s award-winning gamification project. We've also included the slide deck from his GamiCon19 (www.GamiCon.us) Barebones Storytelling that we’re revisiting in this episode. If you were not at GamiCon19 you’ll be sorry you missed this session – if you were there – enjoy it again as we review the premise and content. About Scott:  Scott Provence is an Instructional Designer and Technical Writer who specializes in game-based training. His print, instructor-led, and web-based curricula have been delivered across the U.S. and Canada, in partnership with over 5,000 organizations. Most recently, he has designed training for sales and customer service staff who received multiple industry awards for their work. Scott received an MA in English and an MFA in Creative Writing from the University of Washington, where he was a Nelson Bentley Fellow and Pushcart Prize nominee. In 2019, Scott won Training Ma

  • Domenic Caloia - Adaptive Design for Personalized Learning

    08/11/2019 Duração: 32min

    The Company provides online training for its global sales and technical staff. Training a global workforce presents several problems. Sales and technical both need product training, but while their needs differ, there is a significant overlap that blurs the boundaries. The common solution is to create different training for each group, but this is inefficient, and many employees find the need to train in both. In addition, regional differences tend to be ignored in order to meet training deadlines. This project addresses the problem of training two different yet closely aligned groups while dealing with global differences. Adopting an adaptive design for training allowed the Company to successfully address these issues. About Domenic Caloia:  A Senior Learning Developer at Johnson Controls and a learning strategist. For the past several years Mr. Caloia has been presenting at learning and development conferences on innovative solutions that include Simulating xAPI without a Learning Record Store, Designing fo

  • Javier Velasquez - Cash Inc.

    09/10/2019 Duração: 34min

    A Colombian bank wanted to test drive gamification to transform their digital culture within the organization.The bank is betting towards its digital portfolio, but its own employees rely too much on cash for their daily transactions.   A gamified app was developed centered around an evil anonymous organization (Cash Inc), which used cash to stop the development of the country.   To defeat Cash Inc, players must pass several challenges that involve learning to use the Bank's digital portfolio, avoid using ATMs, and pressure nearby commerce to start accepting digital means of payment.   About Javier Velasquez:  Co-founder of Azahar Games and Free to Play, Javier specializes in the design of board games and serious board games, which allows him to tap into game design principles for multiplayer experiences and resource management.   As a gamification consultant, Javier has  developed the BEM The Gamification Quest Podcast Host is Monica Cornetti, CEO of Sententia Gamification (www.SententiaGamification.com)and

  • John Chen - Geoteaming at GamiCon 2019

    28/07/2019 Duração: 32min

    John Chen is a Digital Team Building Expert.  He is the CEO of Geoteaming specializing in corporate team building and leadership programs that use technology and adventure, and the Wiley author of "50 Digital Team Building Games”. John has completed over 1,110 team building events with over 100,000 clients. GamiCon 2019 will be held in New Orleans, LA on September 15-17, 2019. This year's conference will culminate with a combined Geoteaming event with the TechLearn19 participants for a team building and networking adventure in the city of New Orleans. www.GamiCon.us   The Gamification Quest Podcast Host is Monica Cornetti, CEO of Sententia Gamification (www.SententiaGamification.com)and Gamemaster of GamiCon - The Conference for the Gamification of Learning (www.GamiCon.us)

  • Sue Bohle - A Spotlight on the Serious Play Conferences 2019

    21/06/2019 Duração: 35min

    Sue Bohle is the Executive Director of the Serious Play Conference Montreal July 9-12, 2019 Orlando July 23-26, 2019 The Serious Play Conference is the leadership gathering for thought leaders in game-based learning, and is the only conference that covers all market sectors – corporate, healthcare, education, government, military, museums and other application areas. As Executive Director, Sue has become a recognized expert on trends and the worldwide market for game-based learning, research and training.

  • Understanding the Student Perspective of Art History Survey Course Through Game Design

    12/05/2019 Duração: 37min

    The art history survey course has been recognized as problematic with regard to its lack of innovation and adaptation to educational trends and the evolving landscape of college-level learners.  While Yavelberg’s recent dissertation provided broad insight into the faculty perceptions of the course and its outcomes, there has been little effort to gain a researched perception of the course by students.   The researches wanted to know:  what type of game will students create that satisfies student desires for engagement and instructor demands for improved learning outcomes? What insight will this process provide us about our students in the art history survey class?   The study did allow great insight into student perceptions and the challenges of educational game design for individuals who have experience with traditional games.   www.arthistorysurvey.com   The Gamification Quest Podcast Host is Monica Cornetti, CEO of Sententia Gamification (www.SententiaGamification.com)and Gamemaster of GamiCon - The Confe

  • Brown University - Fantastic Places, Unhuman Humans

    24/04/2019 Duração: 34min

    What can the grotesque, monstrous, and even alien creatures found lurking in an extraordinary range of literature across many centuries reveal about the different ways humans have imagined what it means to be human? This online, full semester literature course was designed in collaboration by artist Matt Rockman, and Sententia Gamification Journeymen Certified Brown University Professor of English Jim Egan and Instructional Designer Naomi Pariseault. Join us to explore this gamification case study and hear from the creators about their design. They will share insights and answer questions about their highly successful gamified undergraduate course at Brown University titled “Fantastic Places, Unhuman Humans.” You will lean how this talented trio mastered techniques to the challenges of: How can you immerse someone into an online gamified experience higher-ed course? What was your design process and considerations? What game mechanics did you choose and why? How did you make your many user experience/user int

  • The CFM Challenge

    13/04/2019 Duração: 35min

    Founded in 1981, CFMA is the only organization dedicated to bringing together construction financial professionals and their partners serving their unique needs. CFMA serves more than 8,900 members via 98 chapters located throughout the US and Canada.   The construction industry faces ever changing challenges such as regulations, competition, labor shortages, and new technology. CFMA members needed an engaging way to interact with each other, gain new knowledge/ideas, and learn to better communicate their ideas to their CEOs.   The CFM Challenge, a tabletop board game, was created in response to that need and debuted at CFMA's Annual Conference and Exhibition in 2018.

  • E. Altug Yilmaz - Masters of Claims

    10/03/2019 Duração: 28min

    A leading insurance company, located globally, with more than 700 workers at HQ and more than 1000 at agency, wanted to increase the quality of file process, with less complaints regarding the benefits and solving time for each case. The answer was a gamified web-based program with Chinese Dragon Boats collaborative quests and challenges. 

  • Monica Cornetti -- Match-A-Mo Learner Persona Game

    02/03/2019 Duração: 17min

    Match-A-Mo Learner Persona Game The Sententia team developed this 2-minute game to playfully learn how to match mechanics to a learner persona. As part of marketing and branding campaign for GamiCon19, the game premiered at the Training Magazine 2019 Conference and Expo, in Orlando, Florida in February 2019. Sententia Gamification hosted a Gamification Booth so that Expo attendees could play and learn more about the fundamentals of gamification design for learning. Watch the Video Download and Play the Match-a-Mo Game

  • Edgar Solano - The WakeUpBrain Game

    23/02/2019 Duração: 30min

    A program launched by Confecámaras, the guild of Chambers of Commerce of Colombia and Colciencias, the state agency for the promotion of innovation in the country. The objective was to increase the level of innovation among companies in Colombia – to help more than 1,000 Subject Matter Experts in 14 cities in Colombia to adopt innovation practices. WakeUpBrain was selected as the main methodology for the program. Using a six-step process called MACROS to innovate, based on design thinking. With a set of games for each step of MACROS in order to get fast and structured results, all games use the same set of cards (WakeUpBrain Game) and the MACROS guide, along with gamified management, based on the WakeUpCulture model of four player styles. www.WakeUpBrain.com 

  • Kyle Miller - EDMS Escape Room

    16/02/2019 Duração: 34min

    With over 5000 front end documents in their EDMS, Vitalant was seeking a way to create a meaningful and engaging training to support their staff to help them to know quickly and easily where to go to  find the information they need to do their jobs. As revisions to procedures are continually happening, the company places high importance on where to find the answer and not on if you know the answer. This virtual EDMS Escape Room, developed using Articulate Storyline 360, allowed the user 25 minutes to complete, with as many attempts as needed. Read the Case Study and see the results at: The Gamification Quest Try it now… follow the link below to test your skill at escaping from the EDMS Escape Room:  https://360.articulate.com/review/content/4519d808-de8b-4b5c-9080-08a2f357e102/review

  • Rev - by PentaQuest

    09/02/2019 Duração: 33min

    Pentaquest, led by Kerstin Oberprieler, worked with an Australian Government Department to implement gamification with the objective of increasing their employees' engagement with professional development. Like many government agencies, this department was seeking a mechanism to shift their culture to one that more collaborative in nature and focused on professional development. A culture where individual activities and goals are clearly linked to broader organizational priorities and strategies.  Their question, "How do we empower and motivate staff to improve the quality and quantity of performance feedback, engage in positive management practices and take responsibility for continuous professional development?” Rev was developed in response to that question, and was recognized as a Training Magazine Award finalist for Excellence in eLearning or Web-Based Gamification Design at GamiCon 2018.

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