Gamification is becoming easier to implement and because of this it may be seen as easy to succeed with as well. But the L&D landscape is littered with failed initiatives as unrealistic expectations are laid on ill-conceived implementations. This session discusses the common pitfalls encountered when implementing a gamification strategy and lays out the key questions you need answer to ensure that the dice of gamification are loaded in your favour.
Seminar offered by Andy Jones, Learning Innovator & Thinker at Honeyboot & Lemon, for i-lovelearning.com.
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By Alex Steer, Strategy Director at Fabric Worldwide. Presented to the Market Research Society in January 2014.
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Consultant, Alex Tachalova discusses how to choose and use SEO tools as efficiently as possible. Alex has spoken at search events such as BrightonSEO, Ungagged, SEOzone, SMX, SEMdays, and many more.
A Leader's Guide to Implementing Genius HourAngela Maiers
A presentation based on the book "Liberating Genius." It covers how to create the conditions for genius hour and passion based learning to succeed in every classroom.
Using real-time data effectively in a crisis management situation - Alex SteerAlex Steer
Social media has lots of interesting new ways of ruining your day. Any brand or organisation can suddenly find itself in a crisis. The availability of huge volumes of real-time data can make the situation better, or worse. It all depends on how you use it - to keep people focused, make decisions and measure progress. This is a guide to making the most of data to get through a crisis, and move on.
By Alex Steer, Strategy Director at Fabric Worldwide. Presented to the Market Research Society in January 2014.
SearchLeeds, Alex Tachalova 'How to choose and use SEO tools as efficiently a...Branded3
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Gamification - the new buzzword
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The Ten Commandments of Egoless Programming is about advices to follow on how to be a professional programmer, how to work efficiently with your team, being postive vs negative and construcive vs aggressive.
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The statistics are staggering. A recent McKinsey report shows that 84 percent of executives believe innovation is critical to their success. Only six percent, however, are satisfied with the actual innovation performance. That’s a 92 percent miss on target. There is no other function within an enterprise where the gap between ambition and actual performance is this large.
How can this be? Why are organizations failing to make innovation work?
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How to leverage the full potential of your digital marketingČrt Podlogar
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Your brand is what others say about you when you're not in the room.
So how do you create a brand that is beloved, well-known, and recognizable in today's crowded, noisy marketplace?
LeadIQ VP Marketing Ryan O'Hara has the answers - and he's ready to share 5 of his favorite strategies in this exclusive one-hour webinar.
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These include:
- How to create low-cost, effective marketing videos.
- How to create content that's entertaining and memorable.
- How to craft on-brand content that also sells your product/service.
Plus, Ryan will share his top 5 creative marketing strategies to raise brand awareness for your business.
Gamification: Game based marketing, serious businessJohn Meulemans
Presentation that's actually an introduction to gamification and gives quite a few real world examples / case to show it's not theoretical, it's already here.
These are my slides from my workshop at Agile 2014 in Orlando. The session is pretty engaged and the slides only form part of the workshop. The goal of the workshop it so emphasis the importance of team collaboration and introduces ways in which gamification can be used to facilitate this. Note there is a deliberate emphasis on emergence over prescription. Prescribed games can become hidden layered management which is not what this session is about. If you are interested in finding out more, get in touch or visit my site at strongandagile.co.uk. You can also reach out on twitter at @craigstrong. I'm happy to run this session at other events or support you doing so.
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When it comes to innovation within an organization, there is often an enormous gap between ambition — what we want to achieve — and performance — what we actually achieve.
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5 Creative Marketing Strategies that Helped LeadIQ 3X GrowthNextiva
Your brand is what others say about you when you're not in the room.
So how do you create a brand that is beloved, well-known, and recognizable in today's crowded, noisy marketplace?
LeadIQ VP Marketing Ryan O'Hara has the answers - and he's ready to share 5 of his favorite strategies in this exclusive one-hour webinar.
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- How to craft on-brand content that also sells your product/service.
Plus, Ryan will share his top 5 creative marketing strategies to raise brand awareness for your business.
Gamification: Game based marketing, serious businessJohn Meulemans
Presentation that's actually an introduction to gamification and gives quite a few real world examples / case to show it's not theoretical, it's already here.
These are my slides from my workshop at Agile 2014 in Orlando. The session is pretty engaged and the slides only form part of the workshop. The goal of the workshop it so emphasis the importance of team collaboration and introduces ways in which gamification can be used to facilitate this. Note there is a deliberate emphasis on emergence over prescription. Prescribed games can become hidden layered management which is not what this session is about. If you are interested in finding out more, get in touch or visit my site at strongandagile.co.uk. You can also reach out on twitter at @craigstrong. I'm happy to run this session at other events or support you doing so.
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12. 1. What are you going to gamify?
2. What
3. Why
4. Who
5. How
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13. 1. What are you going to gamify?
2. What are your success criteria?
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2. What are your success criteria?
3. Why are you going to gamify?
4. Who
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15. 1. What are you going to gamify?
2. What are your success criteria?
3. Why are you going to gamify?
4. Who are your users?
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16. 1. What are you going to gamify?
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3. Why are you going to gamify?
4. Who are your users?
5. How are they going to collaborate?
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18. 1. What are you going to gamify?
2. What are your success criteria?
3. Why are you going to gamify?
4. Who are your users?
5. How are they going to collaborate?
6. What is the context or narrative?
7. What
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19. 1. What are you going to gamify?
2. What are your success criteria?
3. Why are you going to gamify?
4. Who are your users?
5. How are they going to collaborate?
6. What is the context or narrative?
7. What mechanics are you going to use?
8. What
9. What
20. 1. What are you going to gamify?
2. What are your success criteria?
3. Why are you going to gamify?
4. Who are your users?
5. How are they going to collaborate?
6. What is the context or narrative?
7. What mechanics are you going to use?
8. What is the communication plan?
9. What
21. 1
1. What are you going to gamify?
2. What are your success criteria?
3. Why are you going to gamify?
4. Who are your users?
5. How are they going to collaborate?
6. What is the context or narrative?
7. What mechanics are you going to use?
8. What is the communication plan?
9. What reporting will you do?
Alexandra, Photographer: “He wanted his picture taken. I raised my camera, he moved his plastic cup away and started playing with his toy bike. He immersed himself in his own world, where no plastic cups or coins existed, and where there was only his awesome flying bike left.”
As children we all want to play. It’s the brain’s favourite way of learning.
As we get older, our view of games can change. We stop playing and start ‘work’.
94% of organisations feel their learners don’t always eagerly engage with courses to improve work performance
87% feel their organisations don’t always give clear, positive and compelling reasons to take online learning
Which reaction would you rather get from your learners?
A powerful way to move towards the goal of creating more engaged, creative and positive learners is using Gamification.
But there are lots of Gamified solutions out there that have lost a lot of their sparkle. LinkedIn profile completion…? Mine has been like this for years and I’ve stopped caring.
There are 4 reasons why gamification fails:
Poor Strategy - failure to narrow down behaviours, goals, audience and needs
Lack of alignment to business goals - 91% organisations learning platforms don’t align to business goals.
Weak design - promoting wrong behaviours, devaluing learners
Unrealistic expectations - unfocused use of ‘one size fits all’ solutions
We believe there are 9 questions for your gamification strategy to answer in order for it to be successful. We call them the ‘6 What, Why, Who and How’ questions.
Do you know what project or course you will start with and pilot? You need to define that very early on.
How do you know you’ve succeeded? What are you aiming at? Is it aligned to a business goal?
Is it because it’s the latest trend? Are you aiming to build a team together? Increase effectiveness of learning? Drive compliance training?
Is your audience young or old or mixed? What’s their attitude to gamification features? Will they play? How will you help them play? Can you get into their shoes? You need to think as a designer, not an L&D professional. Speak to people here about design thinking in more detail.
No one should play alone. There needs to be a way to play or compete with others. A leaderboard is the most simple, but it becomes super charged when there are shared goals.
This is DomiNations. It’s a civilisation building game. Good enough fun and addictive enough. You build your little world and get more resources from raiding (and destroying) others. You can join an alliance and donate troops to other members.
But the game exploded again with the introduction of wars. Alliances fought other alliances. Suddenly my alliance all started contributing, swapping tips, strategies and moral support. There is a shared goal now. Utterly meaningless in any semblance of the real world, but everyone participates.
90% of organisations don’t always give a context or narrative to their learning. But we know that with learning, context is key. Creating a context for your gamification is just as important. It gives the users a reason to be there.
Points, levels and badges? How about challenges and stories?
“Tell her about it, tell her all your crazy dreams…” sang Billy Joel. So how will your learners know what they need, what to expect and what they can achieve if you don’t have a strong and exciting communications plan?
The final one - but a very important one. It ties right back into figuring out your success criteria. Feedback, analysis and reporting are the way that you are able to prove success
So Gamification is a powerful tool to light up the learning in your organisation. It needs careful planning, design thinking and a bit of hard work but seeing the users engaged and immersed, and seeing the business results, makes it worth it.