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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
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
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
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
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
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.
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
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.
Creative Tools for Engagement in the Public Sector(Gamification)
21-22-23 March 2017, Novotel Canberra, Australia
Bookings can be submitted at any stage prior to the1.	
event, subject to availability. A limited allocation is being
held and booking early is therefore recommended. In
the event of the booking not being accepted by Ark
Group Australia the total amount will be refunded.
Payment must be received in full prior to the course.2.	
All speakers are correct at the time of printing, but are3.	
subject to variation without notice.
If the delegate cancels after the booking has been4.	
accepted, the delegate will be liable to the following	
cancellation charges:
Cancellations notified over 45 days prior to the eventƒƒ
will not incur a cancellation fee.
In the event of a cancellation being between 45 andƒƒ
30 days prior to the event, a 20% cancellation fee
will be charged.
For cancellations received less than 30 days prior toƒƒ
the event, the full delegate rate must be paid and no
refunds will be available.
All bookings submitted by e-mail, fax, or over the5.	
telephone are subject to these booking conditions.
All cancellations must be received in writing.6.	
Ark Group Australia will not be held liable for7.	
circumstances beyond their control which lead to the 	
cancellation or variation of the programme.
All bookings, whether Australian or overseas will be8.	
charged Australian GST at the prevailing rate at the
time of booking.
Delegates are responsible for their own travel,9.	
accommodation and visa requirements.
We occasionally allow reputable companies to mail details of products we feel may be of interest.
If you do not wish to receive this service, please tick this box q
Please note: Payment must be received in full prior to the event to guarantee your place
o Payment enclosed (Cheques should be made payable to Ark Group Australia Pty Ltd)
o Please invoice me
I have read and accepted the booking conditions
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put your details here (please print):
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5 ways to book your place AT this event
Phone: +61 1300 550 662 	 Fax: +61 1300 550 663 	 Email: aga@arkgroupasia.com
	
Post: Send the completed registration form to Ark Group Australia Pty Ltd, Suite 2, 69 Carlton Crescent, Summer Hill, NSW 2130
+61 (02) 8913 4000 +61 (02) 8913 4099 Web: www.arkgroupaustralia.com.au
SO-web
Event venue and accommodation
Novotel Canberra
65 Northbourne Ave, ACT 2600
(02)6245 5000
www.novotelcanberra.com.au
Pricing -
circle choice
Whole Event
q
Forum and One Workshop
q A or q B
Forum only
q
Workshops
q A or q B
Standard Pricing q $3285 + GST =$3613.50 q $2590 + GST = $2849 q $1895 + GST = $2084.50 q $695 + GST = $764.50
Early bird
(exp:28/02/2017
Not valid with any other offer
qsave $500
$2785 + GST = $3063.50
qsave $400
$2190 + GST = $2409
qsave $300
$1595 + GST = $1754.50
qsave $100
$595 + GST = $654.50
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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 Bookings can be submitted at any stage prior to the1. event, subject to availability. A limited allocation is being held and booking early is therefore recommended. In the event of the booking not being accepted by Ark Group Australia the total amount will be refunded. Payment must be received in full prior to the course.2. All speakers are correct at the time of printing, but are3. subject to variation without notice. If the delegate cancels after the booking has been4. accepted, the delegate will be liable to the following cancellation charges: Cancellations notified over 45 days prior to the eventƒƒ will not incur a cancellation fee. In the event of a cancellation being between 45 andƒƒ 30 days prior to the event, a 20% cancellation fee will be charged. For cancellations received less than 30 days prior toƒƒ the event, the full delegate rate must be paid and no refunds will be available. All bookings submitted by e-mail, fax, or over the5. telephone are subject to these booking conditions. All cancellations must be received in writing.6. Ark Group Australia will not be held liable for7. circumstances beyond their control which lead to the cancellation or variation of the programme. All bookings, whether Australian or overseas will be8. charged Australian GST at the prevailing rate at the time of booking. Delegates are responsible for their own travel,9. accommodation and visa requirements. We occasionally allow reputable companies to mail details of products we feel may be of interest. If you do not wish to receive this service, please tick this box q Please note: Payment must be received in full prior to the event to guarantee your place o Payment enclosed (Cheques should be made payable to Ark Group Australia Pty Ltd) o Please invoice me I have read and accepted the booking conditions Signature G014 Expiry date Cardholder’s name Cardholder’s signature Booking conditions o Mastercard o Visa o American Express Organisation Name postal address state postcode fax phone put your details here (please print): Card number 5 ways to book your place AT this event Phone: +61 1300 550 662 Fax: +61 1300 550 663 Email: aga@arkgroupasia.com Post: Send the completed registration form to Ark Group Australia Pty Ltd, Suite 2, 69 Carlton Crescent, Summer Hill, NSW 2130 +61 (02) 8913 4000 +61 (02) 8913 4099 Web: www.arkgroupaustralia.com.au SO-web Event venue and accommodation Novotel Canberra 65 Northbourne Ave, ACT 2600 (02)6245 5000 www.novotelcanberra.com.au Pricing - circle choice Whole Event q Forum and One Workshop q A or q B Forum only q Workshops q A or q B Standard Pricing q $3285 + GST =$3613.50 q $2590 + GST = $2849 q $1895 + GST = $2084.50 q $695 + GST = $764.50 Early bird (exp:28/02/2017 Not valid with any other offer qsave $500 $2785 + GST = $3063.50 qsave $400 $2190 + GST = $2409 qsave $300 $1595 + GST = $1754.50 qsave $100 $595 + GST = $654.50 Delegate Name Job title Twitter Handle Email 1st 2nd 3rd 4th