Creative Tools for Engagement in the Public Sector (Gamification)
21-22-23 March 2017, Novotel Canberra, Australia
http://www.arkgroupaustralia.com.au/events/gamificationpublicsector/ http://tinyurl.com/znz6pdx
A Two Day Fully Encompassed Forum, Case Studies, Interactive Mini-Workshops and Strategies
Plus, TWO Half-Day Post Forum Workshops
Join Gamification Australia on LinkedIn: https://www.linkedin.com/groups/Gamification-Australia-6987896/about
The Government and Public Sector is serious business, so can we really expect them to play games.
If it’s one of the most valuable tools they can use now in engaging communities and staff for both learning and communication, then “YES” would be the answer.
Sharing insights and learnings through case study, workshop and strategic presentations are:
Laureate Australia
Department of Employment
Curtin University
Health Education and Training Institute
Camp Quality
Tim Little, ChangeGeek.org & former Senior Change Management Specialist with the Australian Federal Police, Department of Veterans’ Affairs and Department of Immigration
ThinkPlace
Code for Australia
RMIT Games Programs
University of Wollongong
Workshop A: Changing the Game: Using Gamification in your Organisation to Engage and Motivate
Dr. Zac Fitz-Walter, Gamification Consulting & App Development,Eat More Pixels, Gamification Geek
Workshop B: Taking Gamification in the Public Sector to the Next Level
Kerstin Oberprieler, Executive Designer, ThinkPlace, Lead Gamification Designer, PentaQuest
Postal Ballots-For home voting step by step process 2024.pptx
Games for the Australian Government
1. w w w. a r k g r o u p a u s t r a l i a . c o m . a u @ a r k g r o u p
21-22 -23 March 2017, Novotel Canberra, Australia
Official Media Partners:
The Government and Public
Sector is serious business, so can
we really expect them to play
games?
If it’s one of the most valuable
tools you can use now in
engaging communities and
staff for both learning and
communication, then “YES”
would be the answer.
Creative Tools for Engagement
in the Public Sector
Gamification
Sharing insights and learnings
through case study
presentations are:
Laureate Australia
Department of Employment
Curtin University
Health Education and Training Institute
Camp Quality
Tim Little, ChangeGeek.org & former Senior
Change Management Specialist with the
Australian Federal Police, Department of
Veterans’ Affairs and Department of Immigration
ThinkPlace
Code for Australia
Happy Body At Work
8 A Two Day Fully Encompassed Forum,
Case Studies, Interactive Mini-Workshops and Strategies
8 Plus, TWO Half-Day Post Forum Workshops
Creative Tools for Engagement
in the Public Sector
BOOK EARLY
TO SAVE
#gameaus
2. 21-22 -23 March 2017, Novotel Canberra, Australia
Creative Tools for Engagement in the Public SectorCreative Tools for Engagement in the Public Sector
The Government and Public Sector is serious business, so can we really expect them
to play games? If it’s one the most valuable tools they can use now in engaging
communities and staff for both learning and communication, then “YES” would be
the answer.
How does it work? Gamification creates an environment where people compete
as part of a game, and through the process learn something new or behave in a
desirable manner.
Playersoftheonlinerole-playinggameWorldofWarcrafthavecollectivelyspentmore
than 6 million years playing the game. Gamification was born through the realisation
that a person will spend thousands of hours playing a computer game to earn a digital
representation of a purple sword. By applying elements of behavioural psychology
and gaming to business, it was discovered that the same drive to participate found
in the game player could be brought out in customers and employees. Research
firm Gartner predicted that “by 2015, 40 percent of Global 1000 organisations will
use gamification as the primary mechanism to transform business operations.”
Gamification, whether by using something as simple as virtual badges or as complex
as an entire game, offers a framework for encouraging desirable behaviour.
HALF DAY WORKSHOPS
Workshop A: Changing the Game: Using Gamification in your Organisation to
Engage and Motivate
Dr. Zac Fitz-Walter, Gamification Consulting & App Development,Eat More Pixels,
Gamification Geek
Workshop B: Taking Gamification in the Public Sector to the Next Level
Kerstin Oberprieler, Executive Designer, ThinkPlace, Lead Gamification Designer,
PentaQuest
3. Day One - Let's Take a Look Around
8.30 Registration and refreshments
9.00 Chairperson’s opening remarks
Professor Steffen P Walz, Curtin University, School of Design and Art, Perth, WA & Managing
Director, gerenwa, Germany
9.30 Open Discussion on: What works well and Why and What Doesn't
Let's begin the day exploring what actually works and why. We will encourage delegates
and fellow speakers to contribute their own examples, or what they have seen work.
Professor Steffen P Walz, Curtin University, School of Design and Art, Perth, WA & Managing
Director, gerenwa, Germany
Steffen is an award winning game & interaction designer, an internationally recognized scholar & book author, a business
consultant & an entrepreneur with a background in computer aided architectural design, cultural anthropology, creative web
direction, TV satire writing, entertainment media production as well as attempted pop music stardom.
10.30 The Game Changer - Saving Patients' Lives
Imagine if you were a nurse working in a small rural health facility with no medical officer on
site. You begin your shift and have no idea what the day will hold. You are on your own. All
you know is that during your shift, any age of patient may attend with a variety of health
problems and signs and symptoms of illness, perhaps including emergency presentations. You
need the skills for an astute assessment, potential resuscitation, and quick decision making.
8 There is no medical officer available on site or in town
8 The ambulance service, staffed by paramedics, is 40 km away
8 Brigalow Hospital is located one hour’s drive away
In this highly interactive session, you will play the role of the rural nurse
through a gamified approach. Your life or death decision making will be done through
https://www.polleverywhere.com/
which should be downloaded (App) or on your browser for the session.
This is the game changer.
Nina Lord, Director, District HETI
Nina is the Director of a large portfolio in NSW Health’s Health Education and Training Institute (HETI), Nina leads and manages
education for approximately 150,000 health workers across the State. She has a long work career in education both in the private
sector and in government. Nina graduated from the Australian National University in 1994 with a Bachelor of Asian Studies and a
Bachelor of Arts majoring in Islamic Studies and International Politics.
Howard Dawson, Senior Program Officer, Professional Practice and Interprofessional
Collaboration, District HETI
A Learning and Development Program Manager with over 25 years experience specialising in the design, development, delivery
and evaluation of end-user training and education on large scale corporate and clinical ICT projects. He has worked in NSW
Health for 14 years on the implementation of the electronic Medical Record (eMR), HR/Payroll (StaffLink), rostering (HealthRoster)
and learning management (HETI Online) systems.
11.15 Morning refreshments and networking #gameaus
4. 11.30 Creating serotonin junkies in your workplace – then what?:
A Beginner's Guide to the "Brain"
During this session, Tim will provide a ‘beginner's guide to the brain covering what is going
on ‘inside’ during the application of gamification principles, and then extrapolate out to the
organisational context of a developing and then optimised organisation, using an adaptation
of the Carnegie-Mellon Maturity Model.
8 What’s going on? A beginner's guide to what is happening in the brain during times of
change, stress, rest and pleasure?
8 Creating serotonin junkies at work. Is this a good thing?
8 What next for your personnel? What could be the next step beyond your
gamified organisation?
Tim Little, Change Strategist, Experience Architect and Organisational Change Management
Practitioner, ChangeGeek.org @TimDLittle
Tim has spent more than a decade providing operational and strategic organisational change management (OCM) services to
the Australian Federal Government. He has coached OCM practitioners and has been a key part of the drive for professionalism
of OCM practitioners and strategists, forming and leading the ACT Chapter of the Change Management Institute, co-leading
and shaping the direction of the ACT OCM Community of Practice for many years, and developing his own practice as an OCM
‘futurist’, strategist and Experience Architect.
12.30 Networking lunch (Please let us know two weeks prior of any dietary requirements)
1.30 Game Change – Or How Talking Like a Pirate Made Me Come to Class
A high proportion of contemporary tertiary students struggle to
maintain motivation and engagement. Gamification has been
suggested as one means of addressing this issue. Dr Rowan Tuloch at
Macquarie University implemented a gamification system within the
classroom and then surveyed students to ascertain their reactions to
the gamification. The system was designed with three key principles
in mind: relevance, mastery, and agency. The purpose was to foster
student interaction, mastery of skills and knowledge and control
over their classroom experience. Students reported the experience as enjoyable and that it
increased motivation.
This session will show you:
8 How well-designed gamification systems can be well-received by everyone
8 How to steer desired behaviour with the help of game mechanics
8 That the success of gamification projects may not lie in their ability to recreate the
experience of a video game, but in the strength of the relatedness, competence,
and autonomy of the individual
Dr. Jens Schroeder, Associate Dean, Design, Laureate Australia/New Zealand
Dr Jens Schroeder is the Associate Dean of the Design Vertical of Laureate Australia/New Zealand. He presented papers at a
number of conferences, spoke at German and Australian universities, and managed an award-winning creative media institute.
He worked in a Berlin-based games studio, acted as an assessor for the NSW Government's Interactive Media Fund and judged
entries for the AIMIA Awards. He has written two books on digital games and is passionate about using digital technologies and
games for learning purposes and the social good. He works with Sydney based Epiphany games on several gamification projects,
one of them a gamification project that originated a Macquarie University and is supported by Optus as part of their Future
Makers grant scheme.
The Laureate network of more than 80 campus-based and online universities offers undergraduate and graduate degree courses
to over 1,000,000 students around the world. Laureate is the largest education network in the world and employs more than
50,000 staff members.
Day One - Let's Take a Look Around
5. 2.30 World Cafe on Gamification
The Tech - What is out there to have our games built?
Gaining Buy-In
Games for Internal Engagement
This is a quick exercise, where you break up in to three groups, you choose which group for 15
minutes, to have an open disdussion that will be transcribed post forum.
3.45 Afternoon refreshments and networking #gameaus
4.00 Jobfit Mobile App: Engage job seekers with gamification techniques
Becoming unemployed is typically very challenging and stressful. Job seekers are typically
upbeat and positive in the early days but they can quickly become negative and
demotivated. The Department of Employment applied the merits of gamification techniques
and produced the Jobfit mobile app to motivate job seekers by keeping them doing things
they need to do to find work. Through the app, we also provide some timely and relevant
information to guide job seekers and improve their “job fitness”. By achieving the above, we
hope job seekers can find work in less time than they are currently taking.
8 Whilst the Jobfit mobile app uses game design methodologies, it should
not look like a game. We couldn’t be seen to be trivialising the issue of
being unemployed and the process of getting back to work. We need to
be very conscious of the risks such as unintended impact to certain
job seekers
8 The Jobfit mobile app can currently be downloaded from iTunes and
Google Play app stores. It is being piloted through selected employment
consultants
8 A market research company was recruited to perform a testing with about 60 job
seekers before our pilot. The job seekers were surveyed every two days over
a period of app usage. Besides giving us assurance on the expected outcome, it also
validated the risk of unintended impact and allowed us to refine the product based
on their feedback
Stephen Moore, Chief Information Officer, Department of Employment
Stephen Moore has spent 23 years in the Department and its predecessors in a variety of ICT and policy roles.
Stephen’s Group develops, maintains and supports IT software products that underpin the Department’s employment programs.
These systems are used by around 500 organisations and 45,000 users to access information about the job seekers they have on
their caseload, record their assistance activities and claim outcome payments and service fees.
What the delegates will learn from the session:
8 The Jobfit mobile app functionalities and how they can better engage job
seekers.
8 Our challenges and learning in designing and implementing the app
8 Gamification as one of the engagement tools in the Australia Public Sector
4.45 Closing remarks from the chair
Day One - Let's Take a Look Around
6. Day Two - Let's Get Sneaky
8.30 Registration and refreshments
9.00 Chairperson’s opening remarks
Professor Steffen P Walz, Curtin University, School of Design and Art, Perth, WA & Managing
Director, gerenwa, Germany
9.30 Open Discussion on Learnings from Day One
What should be the first steps in getting a program on Gamification going, and some tricks you
can use.
10.00 What do cupcakes, lawyers and SMS reminders have in common?
In August, 2016 we began a partnership with Victoria Legal Aid to examine the
way clients are matched with services and determine where technology could
be used to enhance the client experience. In 6 months, the team worked to
develop two web apps. The first, a SMS appointment reminder service to cut
down on administrative time sending text messages to clients. The second, a
Legal Aid Checker tool to assist clients in helping themselves through a legal
matter, making it clear what the organisation can and cannot give legal
advice on, and providing the most useful information to the client.
This session will take you through:
8 Civic technology and uses within gamification
8 Geeks in government
8 Iterating service delivery
Alvaro Maz, Code for Australia
Alvaro is one of the co-founders of Code for Australia and Managing Director. Before Code for Australia, Alvaro was an urban
planner, designer, open data and open government consultant for Australian governments and a social entrepreneur. He is also a
Sandboxer, Centre for Sustainability and Leadership Fellow, Startup Leadership Fellow and is learning how to play the Ukulele.
11.00 Morning refreshments and networking #gameaus
11.30 Making it App’n: the Why and How of Gamifying Cancer Education’
Our Kids’ Guide to Cancer App is a world first, award winning app that supports kids who have
parents, siblings, friends, or loved one with cancer. It’s a free, interactive educational program
that answers the most common questions children have about cancer and how they can best
support someone they love.
8 One of the highest unmet needs identified for all children impacted by cancer is
easily accessible age appropriate information about cancer. There was little support
in the way of resources for children who have questions on how they can support and
better understand their friends, siblings and parents’ journey through cancer.
8 Informed by evidence-based research and evaluation, we at Camp
Quality developed a custom built interactive digital application for kids (8 to 12 years).
Importantly
8 The need for our program and the steps we took to make it happen. We will explore
how we used Camp Quality’s ethos of positive psychology and fun therapy to create
an educational and interactive APP.
Nedge Sinanovski, General Manager- Programs and Community Fundraising, Camp Quality
Nedge is the General Manager of Programs and Community fundraising at Camp Quality. As part of the leadership team, she
manages program delivery and development across Australia. Being the first national organisation embarking on supporting
children who have a parent living with cancer (0-13), Nedge is working with her teams across the country to ensure we deliver
relevant, age appropriate, research driven programs that meet the needs of these children. Nedge started as a Camp Quality
volunteer in 1992 and since then has worked across many facets of the organisation.
7. Day Two - Let's Get Sneaky
12.30 Networking lunch (Please let us know two weeks prior of any dietary requirements)
1.30 Gamification design: Meaningful engagement for the public sector: Mini-Workshop
At the end of this workshop, you will have a gamification concept.
8 Learn the gamification design process, used successfully with many teams and
organisations
8 Practical tools and tips on implementing gamification in your organisation
8 Interactive and fun workshop that goes through a rapid design process
Kerstin Oberprieler, Executive Designer, ThinkPlace, Lead Gamification Designer, PentaQuest
@KerstinOberprie
Kerstin Oberprieler is a gamification expert, with particular experience in applying gamification techniques to complex challenges
in government. Kerstin draws on her human centred design, user research, and digital design experience to deliver outstanding
gamification solutions. Kerstin regularly publishes and speaks on gamification, and is currently completing her Masters by research
in gamification, design thinking, behavioural economics and cultural-historical activity theory. She was also awarded the Australian
Association for Research in Education's award for her work on gamification in complex systems.
2.45 Making Optus H(App)ier
How a Gamified Wellbeing program engaged Optus Retail employees
In 2016 the award winning Happy Body At Work ABC Commercial team were commissioned by
the Optus to develop an industry-first gamified wellbeing program. This program was rolled out
as a nationwide pilot to all 1400 Optus Retail staff over a 6 week period. Macquarie University
was commissioned to do a post doctrol research project reviewing the development and
outcomes.
Developed using Agile and Lean protocols, the program included three layers of engagement
8 A Group Journey, with four key education pillars - energy, sleep, mood and stress
8 A Personal Journey - with daily quizzes and individual feedback
8 Gamification with teams, points and prizes
The engagement results were an incredible 78% of staff onboarding with over 57% still engaged
at the end of the program. Statistically significant findings in engagement, behaviour change,
awareness and ability to cope with customers reflected the huge word of mouth success of
the project.
The program will now be rolled out across the entire organisation and a number of peer
reviewed research papers will be published.
Anna-Louise Bouvier, Executive Director, Happy Body At Work
The ABC’s multi award-winning Happy Body At Work (HBAW) was created in 2013 by leading physiotherapist and mind/body
expert, Anna-Louise Bouvier in partnership with ABC Commercial. To date, our wellbeing programs have rolled out to over 25,000
employees throughout many leading public and private sector organisations with great success.
3.45 Afternoon refreshments and networking #gameaus
4.00 End of Day Closing Panel Discussion: What's Coming Up Next?
Gamification has been active for a while now, but we have only hit the tip of what we can do.
This end of forum discussion will be an open and frank discussion on what comes next, what
are the best tools out there right now.
Professor Steffen P Walz, Curtin University, School of Design and Art, Perth, WA & Managing
Director, gerenwa, Germany
Alvaro Maz, Code for Australia
Dr. Jens Schroeder, Associate Dean, Design, Laureate Australia/New Zealand
4.45 Closing remarks from the chair
8. Changing the Game: Using Gamification in your Organisation
to Engage and Motivate
B Taking Gamification in the Public Sector to the Next Level
A
23 March 2017, Half-Day Workshops
Registration: 12.30 pm
Workshop starts: 1.00 pm
Workshop ends: 4.00 pm
Facilitated by: Kerstin Oberprieler, Executive Designer, ThinkPlace, Lead Gamification Designer, PentaQuest
About the Workshop:
Kerstin will lead from her mini-workshop on Day Two and take what you have learnt to new areas and what is next for
the public sector.
Taking gamification in the public sector to the next level
• Do a deep dive into the full gamification design process
• A high energy and interactive workshop that rapidly prototypes and iterates a gamification solution for
your goal
• Get tools and techniques that you can apply to your organisation and team
• At the end of the workshop, you will have a detailed gamification concept and plan for implementing it in
your organisation, and hands-on tools and techniques you can re-use in your organisation
About Your Workshop Leader:
Kerstin Oberprieler is a gamification expert, with particular experience in applying gamification
techniques to complex challenges in government. Kerstin draws on her human centred design, user
research, and digital design experience to deliver outstanding gamification solutions. Kerstin regularly
publishes and speaks on gamification, and is currently completing her Masters by research in gamification,
design thinking, behavioural economics and cultural-historical activity theory. She was also awarded the
Australian Association for Research in Education's award for her work on gamification in complex systems.
Registration: 8.30 am
Workshop starts: 9.00 am
Workshop ends: 12.00 pm
Facilitated by: Dr. Zac Fitz-Walter, Gamification Consulting & App Development,Eat More Pixels, Gamification Geek
About the Workshop:
This workshop covers looks at what makes games so engaging, explains relevant motivational psychology theories, and
how all of this can be used to innovate and engage employees in organisations. CEOs, leaders, and managers have a
strong focus on improving performance, increasing productivity, and encouraging excellence. When it comes to work, the
greatest asset in any business are the employees, and it is important that the work they do is satisfying, challenging and
meaningful. However, these days it can be difficult to engage employees and keep them motivated. Turning to games
offers one solution to make the systems and processes in place more intrinsically motivating and engaging to use by our
employees. This is because video games can be incredibly engaging. An estimated 68% of Australians play video games
and spend on average 88 minutes a day playing games. In one game alone, World of Warcraft, it is estimated that the 11
million registered users have spent over 50 billion hours playing, almost 5.9 millions years - as much time as we have spent
evolving as a species.
About Your Workshop Leader:
Dr. Zac Fitz-Walter is the creative lead at Eat More Pixels Pty Ltd, a development studio located in Brisbane,
Australia that specialises in creating apps for research and industry. The team at Eat More Pixels have a
background in research, and playful design.
Zac previously researched and taught at the Games Research and Interaction Design Lab as an
Associate Lecturer in the Bachelor of Games and Interactive Entertainment at Queensland University of
Technology (QUT). He received his PhD for investigating the effective design of gamification for smartphone
apps and mobile devices.
Zac has interned at the Nokia Research Center in Helsinki and worked as an app developer for the Institute of
Health and Biomedical Innovation (IHBI) at QUT. He is also an established iOS developer, who has developed a
number of apps for both industry and research, he has taught iOS development nationwide for the Apple University
Consortium, and regularly keynotes at conferences on the topic of gamification and motivational design.
9. Creative Tools for Engagement in the Public Sector(Gamification)
21-22-23 March 2017, Novotel Canberra, Australia
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Novotel Canberra
65 Northbourne Ave, ACT 2600
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www.novotelcanberra.com.au
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