Gamification can play a key role in how your organization trains employees when you learn how to think like a game designer.
This eBook introduces you to the Game the System™ Model of #Gamification Instructional Design - a Proven Method for implementing gamification in your training, talent development, and productivity initiatives.
Level 1: Define Business Objectives… The Fundamentals of Fun!
Level 2: It’s Story Time – Create an Epic Adventure
Level 3: Design Variety into Your Learning Activities
Level 4: Add the Game Design and Mechanics
Level 5: Tally up the Aesthetics so They Wanna Play!
Schedule a Workshop in your city or attend our next scheduled Regional Workshop. Find more information at http://www.sententiagames.com/certifications.html
HRCI, SHRM, and ATD Recertification Credits Available
Created by Monica Cornetti, CEO Sententia Gamification
www.monicacornetti.com
www.sententiagames.com
guru@sententiagames.com
Top 10 Rated Gamification Talk Radio Episodes from 2017Monica Cornetti
Hosted my Monica Cornetti
www.SententiaGames.com
Gamification is motivational design…
the use of game elements and game mechanics in a non-game context.
Brought to you by Sententia Gamification, the ONLY organization to offer three levels of Gamification Certification for Human Resource and Talent Development professionals. Our gamification certifications can be recognized by HRCI, SHRM, and ATD for recertification credits.
Learn how to Level Up your corporate training, talent development, employee onboarding, productivity, or classroom with this cutting-edge strategy to motivate and engage employees, members, and students.
Put Gamification to work for you!
Learn more about certifications and Train the Trainer programs by contacting: BigHead@SententiaGames.com
Website: www.SententiaGames.com
Weekly Podcast: http://bit.ly/GamificationRadio
A Sententia Gamification Design Tool
www.SententiaGames.com
What is a Learner Persona?
Learner Personas are a fictional representation of your targeted learners. They are based on real data about learner demographics and behavior, along with educated speculation about their personal histories, motivations, and concerns.
Learn More at www.SententiaGames.com
Monica Cornetti
CEO Sententia Gamification
guru@sententiagames.com
@monicacornetti
Gamification Design for Training and Talent DevelopmentMonica Cornetti
Monica Cornetti
Founder and CEO of Sententia Gamification
www.SententiaGames.com
An introduction to the Sententia Level 1 Gamification Apprentice Certification program for Training and Talent Development.
The ONLY Gamification Certification that earns you recertification* credits with HRCI, SHRM, and ATD.
This certification program takes you through the proven 5-step process of gamifiying a corporate training or adult learning program. By following the 5-step plan, you are essentially assured a successful outcome.
Learn more at: www.SententiaGames.com/certifications.html
Level Up Your Talent Development with Gamification [eBook]Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome.
Gamification invites people to participate and engage by integrating game mechanics and game dynamics into such things as a website, online community, marketing campaign, and as demonstrated in this book – even a traditional training and development program.
By adding game mechanics to training, Gamification not only increases interest, it makes training FUN!
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
Monica Cornetti
Ranked as #1 Gamification Guru
Founder and CEO - Sententia Gamification Consortium
www.SententiaGames.com
www.monicacornetti.com
Sententia Gamification Strategy Design, a trademarked and proven process.
Over 2200 have taken our Level 1 Certification in gamification design for training, talent development, HR, and adult education.
Here is a small sample of work projects submitted at the conclusion of the program as a portfolio of evidence.
All work products are copyrighted and used here by permission. No part of this document or the related files may be reproduced or transmitted in any form, by any means (electronic, photocopying, recording, or otherwise) without the prior written permission of the publisher.
Four Types of Gamification for Learning (http://bit.ly/4TypesGami)Monica Cornetti
Best Practices for Implementing Gamification LSCon18 Monica Cornetti
Session 211
Gamification is an important and powerful strategy for influencing and motivating people in the workplace. Unfortunately, many people think gamification means adding games to training, or letting employees “play” all day.
Using case studies from real-life programs such as Brown University, Amazon, Wyndham Properties, and more… you'll learn how and why Gamification works, in what context it’s most effective, and what the limits are to this approach of employee engagement training and talent development. Through hands-on application combined with anecdotal and empirical data, you will experience the good, the bad, and the ugly of gamification strategy design.
Emerging Learning and Development Models: Part OneSahil Parikh
Part one of ten in a series on emerging learning concepts from the areas of gamification and mlearning. In this post Dr. David Chandross discusses microlearning and intrinsic motivation.
Check us out at www.gameandtrain.com for more information and great content!
Gamification - Monica Cornetti Training Magazine Conference 2018Monica Cornetti
Creating Change with Gamification
Presented by Monica Cornetti at the Training Magazine Conference 2018
Gamification is an important and powerful strategy for influencing and motivating people in the workplace. Unfortunately, many people think gamification means adding games to training, or letting employees “play” all day.
Using case studies from real-life programs such as Brown University, Amazon, Wyndham Properties, and more… you'll learn how and why Gamification works, in what context it’s most effective, and what the limits are to this approach of employee engagement training and talent development. Through hands-on application combined with anecdotal and empirical data, you will experience the good, the bad, and the ugly of gamification strategy design.
Atlanta, GA
Top 10 Rated Gamification Talk Radio Episodes from 2017Monica Cornetti
Hosted my Monica Cornetti
www.SententiaGames.com
Gamification is motivational design…
the use of game elements and game mechanics in a non-game context.
Brought to you by Sententia Gamification, the ONLY organization to offer three levels of Gamification Certification for Human Resource and Talent Development professionals. Our gamification certifications can be recognized by HRCI, SHRM, and ATD for recertification credits.
Learn how to Level Up your corporate training, talent development, employee onboarding, productivity, or classroom with this cutting-edge strategy to motivate and engage employees, members, and students.
Put Gamification to work for you!
Learn more about certifications and Train the Trainer programs by contacting: BigHead@SententiaGames.com
Website: www.SententiaGames.com
Weekly Podcast: http://bit.ly/GamificationRadio
A Sententia Gamification Design Tool
www.SententiaGames.com
What is a Learner Persona?
Learner Personas are a fictional representation of your targeted learners. They are based on real data about learner demographics and behavior, along with educated speculation about their personal histories, motivations, and concerns.
Learn More at www.SententiaGames.com
Monica Cornetti
CEO Sententia Gamification
guru@sententiagames.com
@monicacornetti
Gamification Design for Training and Talent DevelopmentMonica Cornetti
Monica Cornetti
Founder and CEO of Sententia Gamification
www.SententiaGames.com
An introduction to the Sententia Level 1 Gamification Apprentice Certification program for Training and Talent Development.
The ONLY Gamification Certification that earns you recertification* credits with HRCI, SHRM, and ATD.
This certification program takes you through the proven 5-step process of gamifiying a corporate training or adult learning program. By following the 5-step plan, you are essentially assured a successful outcome.
Learn more at: www.SententiaGames.com/certifications.html
Level Up Your Talent Development with Gamification [eBook]Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome.
Gamification invites people to participate and engage by integrating game mechanics and game dynamics into such things as a website, online community, marketing campaign, and as demonstrated in this book – even a traditional training and development program.
By adding game mechanics to training, Gamification not only increases interest, it makes training FUN!
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
Monica Cornetti
Ranked as #1 Gamification Guru
Founder and CEO - Sententia Gamification Consortium
www.SententiaGames.com
www.monicacornetti.com
Sententia Gamification Strategy Design, a trademarked and proven process.
Over 2200 have taken our Level 1 Certification in gamification design for training, talent development, HR, and adult education.
Here is a small sample of work projects submitted at the conclusion of the program as a portfolio of evidence.
All work products are copyrighted and used here by permission. No part of this document or the related files may be reproduced or transmitted in any form, by any means (electronic, photocopying, recording, or otherwise) without the prior written permission of the publisher.
Four Types of Gamification for Learning (http://bit.ly/4TypesGami)Monica Cornetti
Best Practices for Implementing Gamification LSCon18 Monica Cornetti
Session 211
Gamification is an important and powerful strategy for influencing and motivating people in the workplace. Unfortunately, many people think gamification means adding games to training, or letting employees “play” all day.
Using case studies from real-life programs such as Brown University, Amazon, Wyndham Properties, and more… you'll learn how and why Gamification works, in what context it’s most effective, and what the limits are to this approach of employee engagement training and talent development. Through hands-on application combined with anecdotal and empirical data, you will experience the good, the bad, and the ugly of gamification strategy design.
Emerging Learning and Development Models: Part OneSahil Parikh
Part one of ten in a series on emerging learning concepts from the areas of gamification and mlearning. In this post Dr. David Chandross discusses microlearning and intrinsic motivation.
Check us out at www.gameandtrain.com for more information and great content!
Gamification - Monica Cornetti Training Magazine Conference 2018Monica Cornetti
Creating Change with Gamification
Presented by Monica Cornetti at the Training Magazine Conference 2018
Gamification is an important and powerful strategy for influencing and motivating people in the workplace. Unfortunately, many people think gamification means adding games to training, or letting employees “play” all day.
Using case studies from real-life programs such as Brown University, Amazon, Wyndham Properties, and more… you'll learn how and why Gamification works, in what context it’s most effective, and what the limits are to this approach of employee engagement training and talent development. Through hands-on application combined with anecdotal and empirical data, you will experience the good, the bad, and the ugly of gamification strategy design.
Atlanta, GA
Gamification is use of game based mechanics to stipulate engaging and motivated learning.Games promote ways of knowing and ways of doing.It does not ask you to remember any knowledge;rather they provide challenges and feedback on your decisions.
Have a look at the slide share to know what is Gamification and how to incorporate it in eLearning and more.
I talked about gamification and it's usage in education and training for 2 hours in Tabatabayi University of Tehran. I'll try to prepare a small workshop in this subject.
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Slides from March 2014 presentation recorded by QVDC available at bit.ly/mjQVDC
This 90 minute presentation offers a series of provocative case studies, local and global, to demonstrate effective application of gamification principles and practices in Education. We will discuss key concepts of fun, play, and education.
Gamification / Social Gamification of EducationJorge Simões
A definition for gamification / social gamification for educational contexts; a framework to apply gamification / social gamification in social learning environments.
During the past year, there has been much discussion about learning gamification and game- based learning. Is all of the hoopla just a passing fancy, or is there substance to games as a learning strategy?
In this session, Dr. Karl Kapp and Bryan Austin will summarize the research supporting learning games. They will differentiate between learning gamification and game-based learning, share the rationale for leveraging games to increase engagement, and provide the business rationale used by organizations to implement game-based corporate learning. Finally, this session will outline research under way to benchmark the performance impact of game-based e-learning versus other modes of training.
At the end of this session, attendees will have a clear idea of where learning games fit in their training strategy and their potential value in improving workforce performance.
Learning objectives
Evaluate training techniques, i.e. game-based learning.
Develop, select and implement employee training programs to increase individual and organizational effectiveness.
Evaluate the effectiveness of employee training programs through the use of metrics.
Develop and utilize business metrics to measure the achievement of the organization’s strategic and performance goals and objectives.
Develop qualitative and quantitative methods and tools for analysis, interpretation and decision-making purposes.
Jeremiah Grabowski, instructional designer at the SUNY University at Buffalo, presents "gamification in the classroom" • To Identify the principle characteristics of games and gamification, and
• Discuss how gamification principles can be integrated into education
This presentation will be of interest to Moodle Course Creators and educators interested in gamification. The Moodle Gradebook is a very powerful, and often neglected, gamification element.
Interactive computer games stimulate the hippocampus part of our brain, which is essential for learning new information, and invoke positive emotions. The same cannot be said for exams! People generally find the learning and assessment process daunting. A well configured gradebook can provide essential feedback to keep students motivated and positive.
Becoming an e-Learner shouldn't require having a combination of Einstein intelligence and Steve Irwin bravery. If you have been an online Student you probably were thinking ... What do I have to do? Did I pass that assignment? Have I finished yet? It's been months since I have been here .. I can't remember where I was up to.
Full presentation with voice-over: http://bit.ly/18hwzPP . This presentation demonstrates the flexibility of the Moodle LMS gradebook to be configured for all scenarios .. even the Vocational Education (VET) sector! Sample courses will be shown for competency based assessment (graded and ungraded). Rubrics, outcomes, custom scales and progress bars are all Gamification elements that can provide learners with rewards, feedback, levels, progression loops, boss fights, leader boards and achievement badges.
Andrew Hughes - Gamification vs. Game-Based LearningSeriousGamesAssoc
Gamification is the integration of game mechanics, or game dynamics, into a learning experience, while game-based training can be defined as a game designed for the purpose of solving a problem. However, these words are being used in parallel by the industry and it can be quite confusing. This session will focus on the clarification of gamification and game-based training. Using examples from the industry, this session will help to explain each of the learning experiences, and discuss the best practices in their development.
Engaging Kids in Learning: game based learning and gamification in education Pierre Le Lann
Talk at Digital Kids Edu about engaging kids in learning using various forms of games: open ended play, game based learning and gamification
By Pierre Le Lann Co General Manager and Co founder, Tribal Nova, a Houghton Mifflin Harcourt company
Game-based Learning Webinar by GreenBooks & GamelearnShyam Sunder
1. Role of game-based learning in enhancing learning outcomes
2. Application of gaming elements in learning initiatives
3. An example of successful game-based learning module - Merchants
Nasir Rasheed (Speaker) Group Creative Director, Opus Agency
Experiential seems to be the buzzword these days in marketing. CMO's are spending more money on experiential campaigns than ever before. What makes a successful campaign and which brands are winning in this space and why.
How to Deliver Low Tech Gamification with Game the System™Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome..
By adding game mechanics to training, Gamification not only increases interest, it makes training “fun.”
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
Gamification is use of game based mechanics to stipulate engaging and motivated learning.Games promote ways of knowing and ways of doing.It does not ask you to remember any knowledge;rather they provide challenges and feedback on your decisions.
Have a look at the slide share to know what is Gamification and how to incorporate it in eLearning and more.
I talked about gamification and it's usage in education and training for 2 hours in Tabatabayi University of Tehran. I'll try to prepare a small workshop in this subject.
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Slides from March 2014 presentation recorded by QVDC available at bit.ly/mjQVDC
This 90 minute presentation offers a series of provocative case studies, local and global, to demonstrate effective application of gamification principles and practices in Education. We will discuss key concepts of fun, play, and education.
Gamification / Social Gamification of EducationJorge Simões
A definition for gamification / social gamification for educational contexts; a framework to apply gamification / social gamification in social learning environments.
During the past year, there has been much discussion about learning gamification and game- based learning. Is all of the hoopla just a passing fancy, or is there substance to games as a learning strategy?
In this session, Dr. Karl Kapp and Bryan Austin will summarize the research supporting learning games. They will differentiate between learning gamification and game-based learning, share the rationale for leveraging games to increase engagement, and provide the business rationale used by organizations to implement game-based corporate learning. Finally, this session will outline research under way to benchmark the performance impact of game-based e-learning versus other modes of training.
At the end of this session, attendees will have a clear idea of where learning games fit in their training strategy and their potential value in improving workforce performance.
Learning objectives
Evaluate training techniques, i.e. game-based learning.
Develop, select and implement employee training programs to increase individual and organizational effectiveness.
Evaluate the effectiveness of employee training programs through the use of metrics.
Develop and utilize business metrics to measure the achievement of the organization’s strategic and performance goals and objectives.
Develop qualitative and quantitative methods and tools for analysis, interpretation and decision-making purposes.
Jeremiah Grabowski, instructional designer at the SUNY University at Buffalo, presents "gamification in the classroom" • To Identify the principle characteristics of games and gamification, and
• Discuss how gamification principles can be integrated into education
This presentation will be of interest to Moodle Course Creators and educators interested in gamification. The Moodle Gradebook is a very powerful, and often neglected, gamification element.
Interactive computer games stimulate the hippocampus part of our brain, which is essential for learning new information, and invoke positive emotions. The same cannot be said for exams! People generally find the learning and assessment process daunting. A well configured gradebook can provide essential feedback to keep students motivated and positive.
Becoming an e-Learner shouldn't require having a combination of Einstein intelligence and Steve Irwin bravery. If you have been an online Student you probably were thinking ... What do I have to do? Did I pass that assignment? Have I finished yet? It's been months since I have been here .. I can't remember where I was up to.
Full presentation with voice-over: http://bit.ly/18hwzPP . This presentation demonstrates the flexibility of the Moodle LMS gradebook to be configured for all scenarios .. even the Vocational Education (VET) sector! Sample courses will be shown for competency based assessment (graded and ungraded). Rubrics, outcomes, custom scales and progress bars are all Gamification elements that can provide learners with rewards, feedback, levels, progression loops, boss fights, leader boards and achievement badges.
Andrew Hughes - Gamification vs. Game-Based LearningSeriousGamesAssoc
Gamification is the integration of game mechanics, or game dynamics, into a learning experience, while game-based training can be defined as a game designed for the purpose of solving a problem. However, these words are being used in parallel by the industry and it can be quite confusing. This session will focus on the clarification of gamification and game-based training. Using examples from the industry, this session will help to explain each of the learning experiences, and discuss the best practices in their development.
Engaging Kids in Learning: game based learning and gamification in education Pierre Le Lann
Talk at Digital Kids Edu about engaging kids in learning using various forms of games: open ended play, game based learning and gamification
By Pierre Le Lann Co General Manager and Co founder, Tribal Nova, a Houghton Mifflin Harcourt company
Game-based Learning Webinar by GreenBooks & GamelearnShyam Sunder
1. Role of game-based learning in enhancing learning outcomes
2. Application of gaming elements in learning initiatives
3. An example of successful game-based learning module - Merchants
Nasir Rasheed (Speaker) Group Creative Director, Opus Agency
Experiential seems to be the buzzword these days in marketing. CMO's are spending more money on experiential campaigns than ever before. What makes a successful campaign and which brands are winning in this space and why.
How to Deliver Low Tech Gamification with Game the System™Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome..
By adding game mechanics to training, Gamification not only increases interest, it makes training “fun.”
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
Gamification:the new key to success.How gamification is applied in education.Dorina.Izbisciuc
"Gamification-the new key to success" is a presentation about the application of gaming concepts in our social life,in business,in education and at work.In the decade of games,we explain the basic games dynamics,games mechanics and their crucial importance in order to become a great player in reality.We have to start doing the real world more like a game,so we started by explaining the gamification process in education, emphasizing the huge success of The Khan Academy and of the math teacher Ananth Pai.
This presentation gives and overview of the concept of Gamification, with its pro and cons, and includes some examples of Gamified systems. Finally it introduces the concept of Blended Leaning in which Gamified resources can play a major role.
Business Simulation Games for Secondary SchoolHFX Training
Early exposure to even the basics of business principlescan boost leadership, accountability, & decision-making skills. Business Simulations provide a competitive & fun introduction into the world of business for young learners. Keep reading to learn about five characteristics of simulation-based learning that are especially apt for appealing to secondary school students
Gamification
What is it?
Is it right for your business?
Examples
Social & Casual Gaming in EU
Marketing tactics
Gamification right for business?
Ways to Gamify Your FB Marketing
Estimates of the 2011 corporate e-learning market range from $26bn to $35bn worldwide. The best companies also spend more on e-learning relative to the total training budget. Yet, according to a CrossKnowledge survey of these global corporations, e-learning completion rates average barely 30-40%. These problems also span across to the education industry, where schools want to continue engage our generation gamers beyond classroom settings.
Why hasn't e-learning been a runaway success? Going digital is not enough. Going mobile is not enough. Simply bringing the material into a new medium doesn't change how users interact with it by itself. Instead of flogging the dead horse of e-learning content, it's time to focus on the learner. Digital and mobile platforms still have untapped potential for engaging learners, and gamification is one example of how we can leverage these capabilities to truly improve stickiness and retention.
Gametize uses game psychology to understand the problems behind e-learning. Only by connecting with the people doing the learning itself can we fix the problem of why e-learning seems to be stuck in a rut. Gamification taps on everybody's intrinsic motivation to have fun to make learning as easy and engaging as a game. Keith will explain why gamification is a lot more scientific than the term suggests and hence why gamification is the next big thing. Next, he will run through some basic gamification frameworks and real-life examples of how to effectively leverage on game psychology to increase engagement. He will describe B2E (Business to Employees) engagement with gamification with an in-depth successful stories and case studies of Standard Chartered Bank, and a mobile app game targeted primary to secondary school students in Ace Entrepreneurship Week 2012, both implemented by Gametize.
Serious Games - How to use the most powerful communication tool of the next g...Nico King
The first step to effective communication is getting people’s attention, but what comes next? Learn from examples in Advergaming, Staff Training, and Games For Change to find out why they are effective at translating ideas into first-person experiences, and how that can be applied to businesses today.
This script is from a webcast that I prepared for a Fortune 500 company earlier this year. Because of a prior booking, I was unable to be at their event live, so we decided on an interactive webcast. I added soft-core gamification elements to the webcast to demonstrate the power of even these simple techniques, and also to help keep the audience engaged with the information.
Annual Sales Meeting June, 2014
Webcast for Sales Directors and their teams
You can access the presentation Gamification 101: Are You Ready for the Gamers? at: http://www.slideshare.net/monicacornettientreprenow/monica-cornetti-gamification-101-2020-workforce-presentation-for-private-client
About The Presenter: A gamification keynote speaker and curriculum designer, Monica Cornetti is rated as the #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification used in the corporate environment.
Contact Monica for information about hiring her to work with your group and learn how to apply gamification strategies that produce measurable, value-added ROI to your employee or client engagement strategies. monica@monicacornetti.com
Connect with Monica (@monicacornetti) www.monicacornetti.com
Gamification for Growth Hackers -theflyyFlyyx Tech
You have to ask some of these important questions before you start implementing gamification in your product —
Why is a user doing a particular action in the product?
Why do users return to use your product?
What do they care about?
Digging into intrinsic motivation will help in designing compelling experiences and avoid some common pitfalls of gamification.
You have to connect Points, Badges, Levels, Leaderboards, and other reputation/reward systems that you decide with the intrinsic motivation of your user.
Keep these learnings in mind and you will be able to create a powerful gamification system for your product.
This webinar entitled Moving Gamification Beyond Points, Badges, and Leaderboards was a Q&A as part of the eLearning Chatter's Dialogues series. Participants sent in questions ahead of time and the webinar was structured as a conversation speaking directly to the issues that most interested and concerned the audience.
In our 3-hour workshop, "Gametization 101", we at Gametize (http://gametize.com) gave a walkthrough of our very own 5D Framework, which we have extensively used to design gamification strategies for many of our customers.
Learn more about how to implement a gamification strategy to your use case with Gametization 101.
Level the Playing Field for Employability Skills in Communities Using Adventure-Based Learning
Inclusive Excellence (IE) is the recognition that a community or institution's success is dependent on how well it values, engages and includes the rich diversity of students, staff, faculty, administrators, and alumni constituents.
Junell McCall, CWDP, M.S., M.Ed.
Associate Director, Office of Career Services
Learning Experience Designer, Trans-Disciplinary Data Scholars Development Program
Bethune-Cookman University
Raphael Isokpehi, Ph.D
Director, Trans-Disciplinary Data Scholars Development Program
Bethune-Cookman University
Gamification Presentation for National Speakers AssociationMonica Cornetti
Are you wondering – what is gamification – and why you should care? In this session created for several National Speakers Association Chapters in Texas, Monica Cornetti, rated as a #1 Gamification Guru in the World, you’ll learn how and why Gamification works and in what context it is most effective for your presentations. How can you get your audience to hook into your presentation, think about the cost of not doing what you recommend, and get them invested to take action?
The good news is that Gamification does NOT mean creating a game and expecting it to motivate people … it means taking the dynamics of games and using them in an authentic way to drive the behavior you want to get.
Top 3 audience takeaways geared toward the professional speaker:
1) Explore the potential of game dynamics to produce behavioral and attitudinal change
2) Experience first-hand how gamification design is used to create change
3) Approach gamification from a practical viewpoint for your presentations
You’ll be 100% engaged as you experience gamification. It’s like getting a gold star for a good job… only better.
Sententia LV1 Gamification Apprentice CertificationMonica Cornetti
Virtual program begins September 1, 2016.
In this 6-hour certification program you will use an L&D case study as you overlay the 5-step Game the System™ model for gamification learning design, gather data, and participate in problem-solving and assessment exercises.
http://go.sententiagames.com/level-1-certification
Sententia Gamification
www.SententiaGames.com
Monica Cornetti
Workshop Title and Description
ACCA
September 17, 2015
Gamification 101
Gamification is at the beginning of what will likely become an incredibly successful industry. Organizations will seek designers to help them explore the potential of gaming technology and ideas that produce behavioral and attitudinal change in human resources, talent development, instructional design, and even employee engagement.
Humans like to play, and when there is play involved, we become clever and skillful learners. Add the word “challenge” to any activity, and watch people become intrigued.
As you define the mission, create an epic adventure, add a variety of scenarios for discovery and learning, build a game layer, and tie it all together with aesthetics and design – you’ll get first-hand experience of how gamification design is used to create change within organizations.
You’ll be 100% engaged as you experience gamification for talent development. It’s like getting a gold star for a good job… only better.
For more ideas on the power of gamification and the use of games in learning, get started with a Sententia Level 1 Gamification Certification - enrolling now for online certification.
About the Author: Monica Cornetti Founder and CEO, Sententia www.SententiaGames.com www.monicacornetti.com
A gamification speaker and designer, Monica Cornetti is rated as a #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You, writes The Gamification Report blog, and hosts the weekly Gamification Talk Radio program.
5 Proven Ways to Create Change with Gamification with Monica CornettiMonica Cornetti
It’s the End of the World as We Know It – 5 Proven Ways to Create Change with Gamification
Whether we like it or not, life is like a game with rules, challenges, and scores – so let’s take the advantage and make it FUN! Gamification captures measurement, behavior analysis, and engagement in ways that can provide a real-time understanding of performance, generate needed change, and enable organizations to meet their objectives.
New examples emerge daily of gamification innovation used to tackle challenging problems ranging from brand loyalty to employee engagement to quality life for patients with chronic illness. In fact, gamification may prove to be one of the most effective means for educating and creating real change in a broad area of applications.
Gamification is at the beginning of what will likely become an incredibly successful industry. Organizations will seek designers to help them explore the potential of gaming technology and ideas that produce behavioral and attitudinal change in education, talent development, productivity, and even, quality of life.
Discover, like a game designer, how to create a fun, collaborative gamification experiences in which ‘players’ are interested in greater interaction and understanding of the ‘rules of the game.’
Sententia Gamification Certification and Audits with Monica CornettiMonica Cornetti
Sentential Level 1 Gamification Certification for Talent Development Professionals
There are trainers and there are TRUE TALENT DEVELOPERS...
Spend a day learning from the #1 rated Gamification Guru Monica Cornetti and become a better, higher-rated, and considerably more effective trainer, teacher, instructional designer, or human resource professional!
This is like no conference or workshop that you’ve ever been to before. The Sententia Gamification Certification LIVE is a complete immersion experience designed to leave you creatively inspired and technically masterful. You’ll leave exhausted and exhilarated. For those reasons, this certification is reserved for those who are truly committed to mastery.
The Sententia Gamification Certification is the premier standard in the world for recognition as a gamification specialist for Talent Development Professionals. Holding a Certified Gamification Professional credential serves as a visible acknowledgement of your demonstrated mastery of core gamification principles and skills essential to the best practice of talent development. Plus, Sententia is the ONLY Gamification Certification that earns you recertification credits with HRCI, SHRM, and ATD.
Whether you are a new or seasoned learning professional, this certification will help you to quickly and easily learn how to adapt a gamification strategy for your programs.
BUT… you do need to be prepared to come and play FULL OUT for the entire day to DRAMATICALLY IMPROVE your L&D results and SIGNIFICANTLY INCREASE your credibility and influence.
You’ll improve your confidence, make more convincing pitches to the C-team, and lead your colleagues and co-workers with an articulate vision.
For more on Sententia Certifications please visit www.sententiagames.com
For more on Monica Cornetti please visit www.monicacornetti.com
HRSouthwest Conference 2014 - Game the System™ PlayshopMonica Cornetti
Play along on the Game the System™ game board as this hands-on playshop takes you through the 5-step process of gamifiying your company's training programs. Learn how to design and develop a gamified training and development project customized for your organization.
World Explorer Client Engagement Playshop - United AirlinesMonica Cornetti
Monica Cornetti - Gamification Speaker and Program Designer - Customer Engagement Training for United Airlines
This is a presentation Monica recently designed and delivered in a gamification playshop for a division of United Airlines. The group is working on customer engagement strategies and hired Monica to show them how to apply gamification to their sales and marketing mix.
Using her World Explorer - An Epic Adventure into the Ream of Gamification trademarked process, Monica led the group through a hands-on, gamified playshop, exploring the beauty, awe, marvels, and dangers of the 7 different levels of successful gamification.
View the World Explorer Synopsis at this link: http://www.slideshare.net/monicacornettientreprenow/united-airlines-gamification-playshop-world-explorer-synopsis
About The Presenter: A gamification keynote speaker and curriculum designer, Monica Cornetti is rated as the #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification used in the corporate environment.
Contact Monica for information about hiring her to work with your group and learn how to apply gamification strategies that produce measurable, value-added ROI to your employee or client engagement strategies. monica@monicacornetti.com
Connect with Monica (@monicacornetti) www.monicacornetti.com
Millennial Madness... Ready or not, hear they come!Monica Cornetti
If you’ve had an encounter with a millennial in the workplace that has left you speechless or frustrated – this program is for you!
There’s a madness in the workplace – 4 generations – unchartered territory – emotions get intense.
Research indicates that people communicate based on their generational backgrounds. Each generation has distinct attitudes, behaviors, expectations, habits and motivational buttons.
Those who thrive during the coming change - as a huge population of Millennials moves in and millions of Boomers move out - will be the ones who keep learning, stay flexible, and maintain a sense of humor.
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About The Presenter: A gamification keynote speaker and curriculum designer, Monica Cornetti is rated as the #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification used in the corporate environment. Connect with Monica (@monicacornetti) www.monicacornetti.com
Millennial Madness Infographic: http://bit.ly/MillennialMadnessCheatSheet
The Ultimate Cheat Sheet in Managing MillenialsMonica Cornetti
Understanding differences between the generations is fundamental in building successful multigenerational workplace. For each generation there are particular experiences that mold specific preferences, expectations, beliefs and work style.
What Were You Thinking? Breakout Session Shell WAVE 2014Monica Cornetti
Just when you think you’ve seen it all, someone comes along and reminds you that you haven’t. After seeing people do things that undermine their ability to achieve their goals, most of us ask ourselves, “What were you thinking?” Monica reveals why you think the way you do, and how to think differently to create the changes you both want and need in your life.
I
Monica Cornetti
Recognized Player in Thinking Differently
nternational Speaker and Best Selling Author
www.monicacornetti.com
For a FREE version of the full recorded presentation go to: www.monicacornetti.com/gamification
Are you wondering… What is Gamification?
Simply defined, gamification uses game mechanics and rewards for non-game applications in order to increase engagement and loyalty. Gamification is an important and powerful new strategy for influencing and motivating people.
Learn how and why Gamification works, in what context it is most effective, and what the limits are to this approach of employee and client engagement.
What's Wrong With Corporate Training Survey ResultsMonica Cornetti
Get more info at: http://bit.ly/WWWCT2012
Focus Group Survey Results from professionals who are responsible for the planning, development or delivery of training in their organization, or who participate in formal training programs in their organization.
Hosted by Monica Cornetti, a Leading Authority on Entrepreneurial Thinking and Leadership, “What’s Wrong with Corporate Training?” explores dozens of proven strategies, and new methodologies you can use immediately to move any training from average to AWESOME.
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Have you ever heard that user-generated content or video testimonials can take your brand to the next level? We will explore how you can effectively use video testimonials to leverage and boost your sales, content strategy, and increase your CRM data.🤯
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A personal brand exploration presentation summarizes an individual's unique qualities and goals, covering strengths, values, passions, and target audience. It helps individuals understand what makes them stand out, their desired image, and how they aim to achieve it.
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Cultivating and maintaining discipline within teams is a critical differentiator for successful organisations.
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This Digital Transformation and IT Strategy Toolkit was created by ex-McKinsey, Deloitte and BCG Management Consultants, after more than 5,000 hours of work. It is considered the world's best & most comprehensive Digital Transformation and IT Strategy Toolkit. It includes all the Frameworks, Best Practices & Templates required to successfully undertake the Digital Transformation of your organization and define a robust IT Strategy.
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Implicitly or explicitly all competing businesses employ a strategy to select a mix
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Unveiling the Secrets How Does Generative AI Work.pdfSam H
At its core, generative artificial intelligence relies on the concept of generative models, which serve as engines that churn out entirely new data resembling their training data. It is like a sculptor who has studied so many forms found in nature and then uses this knowledge to create sculptures from his imagination that have never been seen before anywhere else. If taken to cyberspace, gans work almost the same way.
[Note: This is a partial preview. To download this presentation, visit:
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Leading companies such as Nike, Toyota, and Siemens are prioritizing sustainable innovation in their business models, setting an example for others to follow. In this Sustainability training presentation, you will learn key concepts, principles, and practices of sustainability applicable across industries. This training aims to create awareness and educate employees, senior executives, consultants, and other key stakeholders, including investors, policymakers, and supply chain partners, on the importance and implementation of sustainability.
LEARNING OBJECTIVES
1. Develop a comprehensive understanding of the fundamental principles and concepts that form the foundation of sustainability within corporate environments.
2. Explore the sustainability implementation model, focusing on effective measures and reporting strategies to track and communicate sustainability efforts.
3. Identify and define best practices and critical success factors essential for achieving sustainability goals within organizations.
CONTENTS
1. Introduction and Key Concepts of Sustainability
2. Principles and Practices of Sustainability
3. Measures and Reporting in Sustainability
4. Sustainability Implementation & Best Practices
To download the complete presentation, visit: https://www.oeconsulting.com.sg/training-presentations
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Improving profitability for small businessBen Wann
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3. TABLE OF CONTENTS
Introduction: The Game the System™ Strategy 4
Chapter 1: Objectives… The Building Blocks of Fun! 9
Chapter 2: It’s Story Time - Create an Epic Adventure 13
Chapter 3: Design Variety - Mix Up Your Learning Activities 17
Chapter 4: Deconstruct the Game - Design and Mechanics 24
Chapter 5: Tally up the Aesthetics - So They Wanna Play! 30
Conclusion: The End Game 36
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5. Game the System™
Making Business Processes Compelling by Making them Fun!
Gamification 101: How the Game is Played
The goal is to increase learning and engagement through key concepts found in game design
and behavioral psychology.
Gamification invites people to participate and engage by integrating game mechanics and
game dynamics into such things as a website, online community, marketing campaigns, and
as demonstrated in this eBook – even a traditional training or talent development program.
By adding game mechanics to training, Gamification not only increases interest, it makes
learning “fun.”
Gamification does NOT equal technology … it is really a way of thinking about the
development and delivery of your training programs.
The Game the System™ Model guides you through the process of gamified learning design.
By following the 5-step plan, we essentially assure you a successful outcome.
5
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6. “Gamification involves the deconstruction of
games – unpacking the question, ‘What
makes games fun, challenging, and even
addicting?’ We use game psychology and
game mechanics in a non-game context.”
6
- Monica Cornetti
Founder and CEO, Sententia Gamification
7. Gamification can play a key role in
how your organization trains
employees when you learn how to
think like a game designer.
7
How the Game is Played
Game the System™ a Proven Method for Instructional Design.
Level 1: Define Business Objectives… The Fundamentals of Fun!
Level 2: It’s Story Time – Create an Epic Adventure
Level 3: Design Variety into Your Learning Activities
Level 4: Add the Game Design and Mechanics
Level 5: Tally up the Aesthetics so They Wanna Play!
t inf
Schedule a Workshop in your city or attend our next scheduled Regional Workshop
*HRCI, SHRM, and ATD Recertification Credits Available
8. Face it… Figuring out a way to reward your kids for doing their chores
or rewarding yourself when you exercise, make the sale, or complete a
boring task is a game. The truth is, it’s all a game, and we’re all gamers.
The reality is…
• People enjoy playing games
• Popular games inspire extreme loyalty
• People are motivated by gaming reward and
achievement systems
• Therefore, if non-games are made more game-
like, we’ll be more likely to ‘play’ them
8
10. Business Objectives
Gamification should never be seen as an end in itself or positioned to be able to deliver
value all by itself. It should be secondary to clearly defined business objectives.
To be effective, the gamified program must align with the desired instructional and
business outcomes.
10
The Fundamentals of Fun
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11. To design a game you begin with the end in mind – you
need to know the goal of the game. What do you want
to have accomplished by the end of the game? What
does victory look like? What’s the take away?
The gamified program should be based around real
business issues, dilemmas, or trade-offs, and not right
or wrong answers. The right issues will inspire rich
conversations and give players the opportunity to learn
from each other.
The most useful gamified programs focus on specific
company “pain-points” rather than generic business
challenges, such as leadership or communication.
11
A single, clearly defined overall goal
is important.
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12. f
What exactly do you want your
audience to know, do, and feel as a
result of the training?
- Monica Cornetti
Founder and CEO, Sententia Gamification
t in
12
14. It’s Story Time
Good games are framed around a compelling story. What do you remember from a training
or workshop experience that you have participated in? Facts, figures, and statistics? Not
likely. It’s the stories. We learn best from the analogies and remember the stories. The
Game the System™ model of Gamification encourages you to design your training around a
story.
And the good news is that you don’t have to
start with a blank page to create your storyline.
You can use any number of techniques to craft
a compelling storyline. If you are unfamiliar with
the craft, spend some time researching
The Story Coaster or purchase a couple sets of
Rory’s Story Cubes.
14
Create an Epic Adventure
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15. A common template is Joseph Campbell’s Monomyth, a tale where your hero ventures
forth from the common-day world into a region of magical wonder. Here they encounter
and battle a supernatural force. After a decisive victory is won, the hero then comes back
from this adventure with the power to bestow good fortune to their community.
15
f
The basic path of the monomyth, or "Hero's Journey".
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16. 16
Visit www.Gutenberg.org
for an extensive list of
characters that you can use
to build your storyline.
Many familiar and popular characters are in the public domain. Works in
the public domain are those whose intellectual property rights have
expired or been forfeited, and these works are available for public use.
Some well known examples include Snow White, Robin Hood, Hercules,
and Sherlock Holmes.
18. Learning Activities
The key to delivering effective Gamified training is in the design of the activities you use
throughout the session.
The right ingredients mixed into your learning activities should allow the participants to
acquire knowledge and skill, rather than merely receive them.
In training, as in cooking, art, or music, a desired end can be accomplished by a variety of
means and methods. Of course, there is also the risk of things turning out badly. It is only
through experimentation, practice, and revisions that you can polish your delivery methods.
Beware… no matter how well you design a particular activity or teaching point, its impact and
value for the participants may diminish greatly if it is misplaced in the overall sequence of
events. For example, participants may be tired just when you need them to be alert. Or the
group may not be able to grasp abstract ideas before experiencing concrete examples.
So begin by gathering the ingredients you need to Game the System™ and create award-
winning awesome activities.
18
Design for Interaction and Reflection
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19. Gamification 1.0 : Movement and learning go
hand in hand. Don’t be afraid to get ‘em on their
feet to reinforce where you, the storyline, and
the learning objectives need them to go.
“. . . movement is crucial to every other brain
function, including memory, emotion, language,
and learning. Our “higher” brain functions have
evolved from movement and still depend on it.”
- John J. Ratey, MD Harvard Medical School from User’s Guide to the Brain
19
20. What will you say or do to get participants involved? Help
participants understand the big picture as well as specific
learning points. Focus on the training goals and objectives and
remind them what you want them to retain and apply.
Exercises should be relevant, challenging, and fun so
participants want to interact with you and each other. Know
your players and mix the appropriate amount of competition,
collaboration, group and individual quests, challenges, and
achievements to earn points, badges, and other rewards.
Easy activities should be used before demanding ones. Mix
large-group and small-group activities with brief instruction
and time for individual reflection and application.
20 f t in
21. How should you set up the physical environment for the design
to succeed? Do you have enough empty space in your room for
more active activities or will you need to adjust the format in a
crowded room.
What technology do you absolutely have to have? What do you
have available? Do they match? It not... how can you revise or
acquire your technology needs?
Finally, don’t forget to debrief, debrief, debrief – What remarks
do you want to make and/or what discussion do you want the
participants to have after completing the learning activity?
21
22. Design different activities for different learning
styles. Auditory learners tune into sounds, visual
learners gain understanding by observation, and
kinesthetic learners learn by doing.
21 f t in
23. What are the next steps that the participants need, should, or want to take after completing
the activity?
The instructor must stop talking and let the audience assimilate the material presented. What
activities will you design into your curriculum to double-check that learning has occurred?
In low- or no-tech gamification you have many options to get your participants building,
creating, drawing, reflecting, discussing, debating, sharing, competing, collaborating… in
reality the combination of possibilities is endless. Find ways to recognize, reward, share, gift,
achieve status, etc.
Be sure to get out of your comfort zone which will help your participants to also do the same.
23
Activities to Reinforce Each
Learning Objective
25. Game Mechanics
Remember… the goal is to increase learning and engagement through key concepts found in
game design and behavioral psychology.
When participants first encounter a game, they rely upon a combination of visual cues,to
not only understand how the game is played, but also how success is defined and
determined. The most common cues include:
Points Progress Skill Development
Levels Rewards or Unlocks Collections
Leaderboards Player Pieces Avatars
Game Boards Rules In Game Currency
People love piling up points. They love to earn them, bank them, and make sure others
know how many points they have. Points earned that increase the expertise of the player
create a feeling of being the number one and enhance many other mechanics. Alone points
are nothing; they are totally useless if the system lacks other mechanics.
25
Think Like a Game Designer
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26. Trophies, badges, ribbons, etc. are the visible recognition of
having reached new levels or completed challenges. Challenges
give people goals and the feeling that they’re working toward
something. Levels are an indication that you’ve reached a
milestone or overcome a specific challenge.
27. Fiero: an Italian word for
the feeling of personal
triumph over adversity.
27
Games typically give players a payoff, even if it’s only the
enjoyment of playing. It is important to realize that
participants in a gamified training activity want some sort of
payoff.
The aspects of games that make them fun, addicting, and
challenging can’t be reduced to a list of components or step-
by-step instructions. This is where game-design techniques
come in.
Just like strategic leadership, managing a team, or creating a
killer marketing campaign, game design is a strong mix of
knowledge, skill, and luck.
If users are having fun, they are more likely to stay engaged.
And when they are engaged, they are more likely to achieve
performance goals.
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28. Leaderboards increase competition. When participants see where they stand in relation to
their peers, they may work extra hard to surpass them.
28
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29. Gamified activities satisfy basic human desires such as
winning, competition, overcoming challenges, even
working with others to preserve community status.
Game mechanics are the rules
and rewards that make games
challenging, fun, and satisfying.
The addition of game mechanics
enlivens your training and
development programs.
Participants are not only eager
to get involved, they will also
work extra hard to complete the
game.
Start building your own gamified
processes to see how they work
and test the design to see what
actually happens versus what
you anticipated would happen.
You can also interview your
players so that you understand
what they liked and didn’t like.
29
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31. Don’t Forget the FUN!
In the Game the System™ model – we define aesthetics as those extra added touches that
wrap your story, characters, learning activities, game elements and game mechanics into a
consistent, attractive – even charming and captivating – cohesiveness that ties the entire
project together.
Create great visuals that appeal to different senses – touch, sight, and sound – using
colors, designs, textures, and manipulatives.
Make your props, badges, chance cards, and rewards fun. They should not only be fun for
users to earn, but also fun to look at. Tie them all together with a theme that you carry
the entire way through your program.
Tally up the Aesthetics So They Wanna Play
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32. The Riddle of the Exporter™ creates an 8-step process that serves as a roadmap for new
exporters and those seeking export certification. Centered on imaginary characters from
Gun Barrel City, TX – participants of this training have a 99% pass rate!
Instructional designer and creator of the
program, Elyse Eriksson believes there are
three components to a good gamified
training program: knowledge, skill, and
luck… because even when you do
everything right in life, some things still
rely on simply being lucky.
32
33. The bottom line is that just like a game – your gamified training elements are all part of a
system, and a system by definition, is a group of interrelated elements that work together
to form a complex whole.
When designing your gamified training program, remember the old saying that, “the
whole is greater than the sum of its parts.” The elements of your program individually may
not seem that significant or impactful. But when you artfully bring them together and put
them into motion – they should engage your players, draw them in and allow them to
connect emotionally with the experience. Your players should be moved both intellectually
and emotionally..
33
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34. Create a theme or epic adventure: Use your story and weave the
theme as you build each of the teaching points. This way you’ll fulfill
your objectives within fun and clever aesthetics.
ASK YOURSELF – WHAT
FEELINGS AND EMOTIONS DO
YOU WANT YOUR PLAYERS TO
EXPERIENCE?
34
35. Now You Try
It…
For instance, let’s say you wanted to design a
curriculum for sales training called “Light up the
Future”. You could include learning activities using
real camping gear and survival techniques:
What kind of aesthetics might
you choose to wrap your story,
characters, learning activities,
game elements and game
mechanics into a consistent,
attractive, cohesive, gamified
learning program?
Feel free to post your ideas in
the comments section below.
34
How Do You Start a Fire Without Any
Matches? – a competition that generates
ideas for finding new leads.
What To Do When All You Get is Smoke? –
techniques for successfully closing the sale or
overcoming objectives
How to Keep the Fire Burning – tips on keeping
themselves motivated and going for the next
“yes”
36. The End Game
The challenge of Gamification is to take the elements that normally operate within a game
space and apply them effectively in the real world. For example:
To accelerate growth and learning in new employees, develop systems and processes
that enable fast and meaningful real-time feedback.
Capture data and share with employees in a transparent, easily understood format.
Everyone wants to know how performance is being measured, and how they are being
compared to others.
Challenge and reward specific actions and your people will be naturally motivated to
engage more directly and intensely with information or activities.
Gamification of real-world activities is a powerful technique which can motivate people and
help generate loyalty to the organization, its products, or its messages.
At its core, Gamification is about finding the fun in the things that we have to do. Making
business processes compelling by making them fun is about the most fascinating and coolest
thing that I can think of!
36
A Real World Adventure
37. LIVE Gamification 1.0 : Let them take the
lead to demonstrate what their team has
learned or accomplished.
“How will they be able to use
the information and skills that
they develop?”
37
Although in the beginning they may seem
hesitant to present in front of a group – in the
end, they are all eager to join in, and share
their new found insights and skills.
- Monica Cornetti
Founder and CEO, Sententia Gamification
38. Gamification Apprentice Certification
Train the Trainer Program
Sententia is the ONLY
organization to offer a
Gamification Certification
specifically for Talent
Development and Human
Resource specialists.
PLUS our certification can earn
you recertification credits with
HRCI, SHRM, and ATD.
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39. The Gamification Apprentice has completed basic training in
the 5-step Game the System™ model for gamification learning
design, gathered data, participated in problem-solving
exercises, analyzed case studies, and added their personal
experiences to the exploration process. An individual who
has earned a Level 1 Gamification Apprentice Certification has
received introductory training and demonstrates the necessary
understanding of the fundamentals of gamification as it applies
to the 5-step process of gamifiying an organizational training or
talent development program.
A Gamification Apprentice typically has a basic knowledge of
gamification, but has not designed or led projects on their own.
www.SententiaGames.com
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Abbott Laboratories
Abudawood
Accenture
ADP
American Cancer Society
AmeriHealth Caritas
Association for Talent Development
Audible.com
Amazon
Apple
AT&T
Baker Hughes
Bank of America
BCBS Florida
Bloomington Public Schools
BNSF Logistics
Boehringer-Ingelheim
Boy Scouts of America
Brown University
Brother International
Caliber Home Loans
Carolinas Health Care
Caterpillar
Choice Hotels
Citizens Bank
Colorado Springs Utilities
Country Financial
Dell
Direct Checks Unlimited
Duke University
Flik Lifestyles
FM Global
Get Fueled
GoDaddy
Goodwill Industries
Greyhound
Growmark
Harvard University
Harley-Davidson Financial
Harte Hanks
Heartland Bank
Help Desk Institute
ICMI
Illinois Central College
Illinois State University
JB Hunt
Jobbing America
Legal Learning Network
Liberty Mutual Insurance
Mary Kay
MD Anderson
Metro Technology Centers
North Highland Consulting
Northwest University (RSA)
Oklahoma Department of
Mental Health and Substance
Abuse Services
Oncor
Pacific Islands SBDC
Peace Health
Pepsico
PWC
PYXERA Global
Queen Rania Foundation
Round Rock ISD
Samsung
Schlumberger
SegaTeam
Serious Play
State Farm
State of Arizona
Stetson University
The CARA Group
The Help Desk Institute
The Hill at White Marsh
Texas A&M University
Texas State University
Training Magazine
TXDOT
United Airlines
University of Arkansas
University of Phoenix
University of Texas
Wal-Mart
Wells Fargo
Wilmington University
Your Company Name Here
www.SententiaGames.com
We’ve Certified Gamification Strategists in these Organizations
42. Sententia partners with
Organizations, Associations,
and local ATD Chapters to offer
a one-day LIVE Gamification
Certification program for your
employees, members, or
community.
“A certification that
demonstrates a
dedication to their
profession.”
f t in
43. If someone asks the participants what
they learned from your training, how
would you like them to answer?
43 f t in
- Monica Cornetti
Founder and CEO, Sententia Gamification