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.
Play to Learn: Learning Games and Gamification that Get ResultsHRDQ-U
Are you a trainer or eLearning designer who wants to use games to engage your learners? While learning games and gamification have the potential to motivate and excite, your efforts can fall flat if not designed properly. To be successful, you need a solid strategy that carefully connects business goals to learning objectives and game mechanics.
Gamification is hot buzzword at the moment; pity it sucks, eh?
Game mechanics and game design techniques have been a much proliferated meme in the UX, IxD, and design worlds as of late (for varying definitions of ‘late’). Touted as a ‘solution’ to the challenge of motivating certain behaviour in users, or making experiences more engaging, sadly these elements of the game development world are often blindly applied without finesse or elegance – akin to to hitting the user over the head with a colourful hammer.
I’ve given countless talks on gamification products, adding game mechanics to services, and motivating and engaging users through glorious interrelated feedback systems. All of it, well — most of it — was wrong.
Game design techniques aren’t applicable to every interaction design situation, but when they are they can make the experience that much more compelling, sticky and entertaining. The situations where they are truly, deeply applicable are few and far between. This session will help you spot those situations.
Using examples from the last half a decade of building gamified and non-gamified services and apps for consumers, this session will show you exactly why gamification sucks, why that’s actually quite a pity, and how you can fix it.
This session is about putting the heart and soul of game design into designing experiences, and using it to focus the well-meaning intention of games in the first place: making stuff more fun! This session is for everyone.
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.
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.
These slides accompany a workshop called "Play to Learn" presented at Learning Solutions 2015 conference. In the workshop participants complete an entire instructional game prototyping process.
Play to Learn: Learning Games and Gamification that Get ResultsHRDQ-U
Are you a trainer or eLearning designer who wants to use games to engage your learners? While learning games and gamification have the potential to motivate and excite, your efforts can fall flat if not designed properly. To be successful, you need a solid strategy that carefully connects business goals to learning objectives and game mechanics.
Gamification is hot buzzword at the moment; pity it sucks, eh?
Game mechanics and game design techniques have been a much proliferated meme in the UX, IxD, and design worlds as of late (for varying definitions of ‘late’). Touted as a ‘solution’ to the challenge of motivating certain behaviour in users, or making experiences more engaging, sadly these elements of the game development world are often blindly applied without finesse or elegance – akin to to hitting the user over the head with a colourful hammer.
I’ve given countless talks on gamification products, adding game mechanics to services, and motivating and engaging users through glorious interrelated feedback systems. All of it, well — most of it — was wrong.
Game design techniques aren’t applicable to every interaction design situation, but when they are they can make the experience that much more compelling, sticky and entertaining. The situations where they are truly, deeply applicable are few and far between. This session will help you spot those situations.
Using examples from the last half a decade of building gamified and non-gamified services and apps for consumers, this session will show you exactly why gamification sucks, why that’s actually quite a pity, and how you can fix it.
This session is about putting the heart and soul of game design into designing experiences, and using it to focus the well-meaning intention of games in the first place: making stuff more fun! This session is for everyone.
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.
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.
These slides accompany a workshop called "Play to Learn" presented at Learning Solutions 2015 conference. In the workshop participants complete an entire instructional game prototyping process.
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.
Maximizing Value of Game-Based SolutionsSharon Boller
Focus on Learning Conference 2017 slides for session on implementation planning for gamified and game-based learning solutions. Session explores what it takes to ensure good ROI for using game-based learning solutions
TU204 - Beyond Gamification:Think Like a Game Designer to Create Engaging, Me...Karl Kapp
Thinking like a game designer is a great way to craft instruction that engages learners on multiple levels. Explore the use of game elements to challenge learners, generate curiosity, and create immediate feedback. Learn how to balance the elements of story, action, and uncertainty to simulate thinking and engagement. In this session you will experience firsthand how gamification motivates learners and increases retention.
LavaCon 2017 - Presenting for Success: Achieving Buy-In (Almost) Every TimeJack Molisani
When budgets get tightened, it can become more difficult to convince stakeholders to green-light proposals for things like research and development – they can, over time, lead to an improved user experience, but may not seem to have many, if any, immediate financial returns. You NEED to get approval for this project, so prepare for the presentation to maximize your chances of approval: know your audience, evaluate whether they’re “ideas” or “data” people, and tailor your presentation to that audience.
Game thinking - Differences Between Games, Serious Games, Gamification and More.Andrzej Marczewski
The aim of this article is to present an umbrella term for the use of games and game-like solutions in non-game contexts.
Many people lump this all under Gamification. I have chosen the term Game Thinking instead and hopefully by the end of this, you will understand why and also have a better understanding of the differences between games, gamification, serious games and more.
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
Game the System A Proven Method to Level Up Your Training with Gamification 4...Monica Cornetti
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
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
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.
Corporations are constantly challenged to find ways to keep learners engaged. Methods such as social learning, portal, and mobile learning have been implemented with success; however, gaming has remained elusive. Often, a gaming initiative can fall victim to the constraints of time and budget, while other organizations struggle to determine how to best harness the power of gaming in their learning strategy. The question remains: Is it possible to produce corporate gaming that engages the learner without breaking the bank?
Join Sheri Weppel, Director of eLearning Development and Training for GP Strategies, in this 20-Minute Webinar to discuss how to bring game-based learning into your enterprise today. Specifically, she will consider:
- What are the challenges and direction related to game-based learning?
- What are the elements of gaming that captivate the learner?
- What support is required to ensure a successful knowledge transfer?
- How can gaming be achieved in a responsible time and budget allocation?
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.
Carole Bagley - Elements of Effective Instructional Learning Game DesignSeriousGamesAssoc
Carole Bagley, Univ. of St. Thomas
This presentation was given at the 2017 Serious Play Conference, hosted by the George Mason University - Virginia Serious Play Institute.
Game-based learning is a form of game play with specific learning outcomes; it is instructionally designed to provide a balance between subject matter that needs to be learned, playing games, and the capability of the learners to apply the knowledge and skills in the real world. Whether you’re rolling dice or racing against the clock, adding gamification elements to e-learning courses is a great way to keep learners focused and motivated.
This presentation will focus on:
Elements of Game Based Learning
Critical Aspects in Game Creation
Demonstration of three games: Who wants to be a Millionaire, Backward Basketball and Dusty the Dragon.
Practical experience and challenges with the creation and use of Games in Learning will occur. Participants will be asked to join in the discussion.
Playful Learning : how to turn any IP into a successful educational app or gameMartha Henson
Slides from the Playful Learning workshop on creating good educational games from existing IP at the Children's Media Conference 2014. By Martha Henson and Kirsten Campbell-Howes of #LEGup and edugameshub.com.
More details http://www.thechildrensmediaconference.com/sessions/wednesday-workshop-playful-learning. Write up http://www.thechildrensmediaconference.com/blog/2014/07/03/wednesday-workshop-playful-learning-report/.
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.
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.
Maximizing Value of Game-Based SolutionsSharon Boller
Focus on Learning Conference 2017 slides for session on implementation planning for gamified and game-based learning solutions. Session explores what it takes to ensure good ROI for using game-based learning solutions
TU204 - Beyond Gamification:Think Like a Game Designer to Create Engaging, Me...Karl Kapp
Thinking like a game designer is a great way to craft instruction that engages learners on multiple levels. Explore the use of game elements to challenge learners, generate curiosity, and create immediate feedback. Learn how to balance the elements of story, action, and uncertainty to simulate thinking and engagement. In this session you will experience firsthand how gamification motivates learners and increases retention.
LavaCon 2017 - Presenting for Success: Achieving Buy-In (Almost) Every TimeJack Molisani
When budgets get tightened, it can become more difficult to convince stakeholders to green-light proposals for things like research and development – they can, over time, lead to an improved user experience, but may not seem to have many, if any, immediate financial returns. You NEED to get approval for this project, so prepare for the presentation to maximize your chances of approval: know your audience, evaluate whether they’re “ideas” or “data” people, and tailor your presentation to that audience.
Game thinking - Differences Between Games, Serious Games, Gamification and More.Andrzej Marczewski
The aim of this article is to present an umbrella term for the use of games and game-like solutions in non-game contexts.
Many people lump this all under Gamification. I have chosen the term Game Thinking instead and hopefully by the end of this, you will understand why and also have a better understanding of the differences between games, gamification, serious games and more.
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
Game the System A Proven Method to Level Up Your Training with Gamification 4...Monica Cornetti
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
Primer on Play: Case Study for Knowledge GuruMarlo Gorelick
As shared in #GE4L, great structure of how and why to create game based learning. Prime case study to use when discussing possibilities of gamification for business
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
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.
Corporations are constantly challenged to find ways to keep learners engaged. Methods such as social learning, portal, and mobile learning have been implemented with success; however, gaming has remained elusive. Often, a gaming initiative can fall victim to the constraints of time and budget, while other organizations struggle to determine how to best harness the power of gaming in their learning strategy. The question remains: Is it possible to produce corporate gaming that engages the learner without breaking the bank?
Join Sheri Weppel, Director of eLearning Development and Training for GP Strategies, in this 20-Minute Webinar to discuss how to bring game-based learning into your enterprise today. Specifically, she will consider:
- What are the challenges and direction related to game-based learning?
- What are the elements of gaming that captivate the learner?
- What support is required to ensure a successful knowledge transfer?
- How can gaming be achieved in a responsible time and budget allocation?
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.
Carole Bagley - Elements of Effective Instructional Learning Game DesignSeriousGamesAssoc
Carole Bagley, Univ. of St. Thomas
This presentation was given at the 2017 Serious Play Conference, hosted by the George Mason University - Virginia Serious Play Institute.
Game-based learning is a form of game play with specific learning outcomes; it is instructionally designed to provide a balance between subject matter that needs to be learned, playing games, and the capability of the learners to apply the knowledge and skills in the real world. Whether you’re rolling dice or racing against the clock, adding gamification elements to e-learning courses is a great way to keep learners focused and motivated.
This presentation will focus on:
Elements of Game Based Learning
Critical Aspects in Game Creation
Demonstration of three games: Who wants to be a Millionaire, Backward Basketball and Dusty the Dragon.
Practical experience and challenges with the creation and use of Games in Learning will occur. Participants will be asked to join in the discussion.
Playful Learning : how to turn any IP into a successful educational app or gameMartha Henson
Slides from the Playful Learning workshop on creating good educational games from existing IP at the Children's Media Conference 2014. By Martha Henson and Kirsten Campbell-Howes of #LEGup and edugameshub.com.
More details http://www.thechildrensmediaconference.com/sessions/wednesday-workshop-playful-learning. Write up http://www.thechildrensmediaconference.com/blog/2014/07/03/wednesday-workshop-playful-learning-report/.
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.
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.
The Power of Play: Learning with The Knowledge GuruScott Thomas, MBA
How do you use the power of play to help people learn? ExactTarget, a global software as a service (SaaS) company, did it with a custom game created with the Knowledge Guru game engine. Players got immersed; the company got learning results.
The Knowledge Guru mobile or desktop game uses repetition and spaced learning to ensure long-term retention. This session will showcase the game and tell you how and why it works. It will also demo Knowledge Guru’s ability to track the learning as players play.
Games and StoryTelling: Strategic Tools to improve sales performance Ligia Buzan, Ph.D.
Storytelling and strategy games are excellent tools to educate, and inspire employees to solve problems, to be more analytical and innovative.
Today’s environment of quick decisions, intense work, and increased competition leave little room for creativity and may stimulate paralysis by over thinking. Increased work pressures coupled with continuous challenges from business competition may, in fact, lower work productivity. As a result, employees can feel less empowered than they really are, diminishing the true potential of the individual and the organization.
Games dramatically optimize human experience. Games have fun elements built-in and create positive emotional states even as they simulate difficult situations with many obstacles to overcome. Business games designed to increase the group’s creativity and problem-solving skills are powerful tools that allow managers to step outside of old habits and refresh their thinking.
Games and Storytelling: Strategic Tools to Grow Sales! Ligia Buzan, Ph.D.
Storytelling and strategy games are excellent tools to educate, and inspire employees to solve problems, to be more analytical and innovative.
Today’s environment of quick decisions, intense work, and increased competition leave little room for creativity and may stimulate paralysis by over thinking. Increased work pressures coupled with continuous challenges from business competition may, in fact, lower work productivity. As a result, employees can feel less empowered than they really are, diminishing the true potential of the individual and the organization.
Games dramatically optimize human experience. Games have fun elements built-in and create positive emotional states even as they simulate difficult situations with many obstacles to overcome. Business games designed to increase the group’s creativity and problem-solving skills are powerful tools that allow managers to step outside of old habits and refresh their thinking.
Similar to How to Deliver Low Tech Gamification with Game the System™ (20)
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
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.
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
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
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
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.
The 34th Annual American Association of Small Business Development Centers (asbdc-us.org) was held recently in Dallas, TX. The SBDC Network helps Americans start, run and grow their own businesses. The last session of the conference featured Monica speaking on Millennial Madness – and the audience LOVED it!
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
Explore our most comprehensive guide on lookback analysis at SafePaaS, covering access governance and how it can transform modern ERP audits. Browse now!
Cracking the Workplace Discipline Code Main.pptxWorkforce Group
Cultivating and maintaining discipline within teams is a critical differentiator for successful organisations.
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2. TABLE OF
CONTENTS
Introduction: Game the System™ 3
Making Work Fun!
Chapter 1: Objectives…The Fundamentals 8
of Fun!
Chapter 2: It’s Story Time – Create 12
an Epic Adventure
Chapter 3: Design Variety into Your 15
Learning Activities
Chapter 4: Weave the Game 20
Design and Mechanics
Chapter 5: Tally up the Aesthetics so 23
They Wanna Play!
Conclusion: The End Game 28
f t in
4. Game the System™
Making Work Fun!
Gamification 101: How the Game is Played
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.
f t in4
5. “Gamification is using game-based
mechanics, aesthetics, and game thinking to
engage people, motivate action, promote
learning, and solve problems.”
- Gabe Zichermann
5
6. Gamification can play a key role in how your organization trains
employees when you learn how to think like a game designer.
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.
Here we’ll introduce you to
each of the steps so that you can
immediately begin to roll out the Game the System™ Model to level up
training and development in your organization.
How the Game is Played
Game the System™ a Proven Method for Curriculum Design.
Level 1: Define Learning 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 inf6
Book a Playshop in your city or attend our next
scheduled Regional Playshop.
*HRCI Credits Available
7. 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
7
9. Learning 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
learning objectives.
To be effective, the gamified program must align with the desired
instructional and business outcomes. There are many different game
types (action-adventure, role play, strategy, etc.) and it is important that
the game-type aligns with the learning goal.
A single, clearly defined overall goal is important. 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 just generic business challenges.
The Fundamentals of Fun
f t in9
10. f
“What exactly do you
want your audience to
know, do, and feel as a
result of the training?
”
- Monica Cornetti
t in10
11. LIVE Gamification 1.0 :
Let them take the
platform to
demonstrate what
their team has learned
or accomplished.
Although in the
beginning they may
seem hesitant to
present in front of the
crowd – in the end,
they are all eager to
join in.
“How do you think they will be
able to use the information and
skills that they develop?”
- Monica Cornetti
11
13. It’s Story Time
Good games are framed around a compelling story. What do you
remember from a training or playshop 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 allows 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.
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,
Sherlock Holmes, The Three Musketeers and Ayesha (She Who
Must Be Obeyed). Conduct an
Internet search for ‘public domain
characters’, and you will find
extensive lists of characters that
you can use to build your storyline.
Create an Epic Adventure
f t in13
14. 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, Joseph Campbell’s Monomyth, or even purchase a couple sets of
Rory’s Story Cubes.
Basically your storyline will follow a path 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.
f
The basic path of the monomyth, or "Hero's Journey".
t in14
16. 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.
Design for Interaction and Reflection
f t in16
17. LIVE 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
17
18. 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.
Design different activities for different learning styles. Auditory
learners tune into sounds, visual learners gain understanding by
observation, and kinesthetic learners learn by doing.
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.
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 the
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?
f t in18
19. Activities to Reinforce Each Learning Objective:
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.
f int19
21. 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, called game elements, to not only understand how the
game is played, but also how success is defined and determined. The
most common cues include:
Points Badges
Levels Rewards or Unlocks
Collections Leaderboards
Player Pieces Avatars
Game Boards Instructions
People love piling up points. They love to earn them, bank them, and
make sure others know how many points they have.
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.
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.
Think Like a Game Designer
f
Game Mechanics
t in21
22. 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.
“ Fiero: an Italian word for
the feeling of personal
triumph over adversity.
22
23. 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.
In games, people often gather collections of items. These collections
create a level of complexity in a game.
Leaderboards increase competition. When participants see where they
stand in relation to their peers, they work extra hard to surpass them.
Pieces or avatars show that the person is a player and they are in the
game. They give people an identity within the game.
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.
Gamified activities satisfy basic human desires such as winning,
competition, overcoming challenges, even working with others to
preserve community status.
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.
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.
f t in23
25. 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.
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:
•“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”
Tally up the Aesthetics So They Wanna Play
f t in
26. 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.
26
27. 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?
27
28. 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..
f t in
I Mustache You a Question - Powerful simulation case studies that allow
the participants to earn points when they choose the “most correct”
option for potential customers. Fake mustaches add to the friendly
competition – and serve as a reminder to ask questions during the sales
process to build relationship and rapport with the prospect.
28
29. 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!
A Real World Adventure
f t in29
30. f
“If someone asks the
participants what they
learned from your
training, how would
you like them to
answer?
”
- Monica Cornetti
t in30