Co:wy presentation 2015 game design and design thinkingVia TRM
Looking for new ways to engage students? Tired of battling the same problems with the same results? Design thinking and game elements provide new avenues for international educators to solve problems of overwhelming processes and help students achieve their goals.
The famous educational philosopher, John Dewey, stated “We do not learn from experience, we learn from reflecting on experience.’ Maker education involves hands-on and experiential activities. Learning can occur through the act of making but having learners reflect on their making experiences increases the likelihood of learning. It is not left to chance.
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
Co:wy presentation 2015 game design and design thinkingVia TRM
Looking for new ways to engage students? Tired of battling the same problems with the same results? Design thinking and game elements provide new avenues for international educators to solve problems of overwhelming processes and help students achieve their goals.
The famous educational philosopher, John Dewey, stated “We do not learn from experience, we learn from reflecting on experience.’ Maker education involves hands-on and experiential activities. Learning can occur through the act of making but having learners reflect on their making experiences increases the likelihood of learning. It is not left to chance.
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
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
What can leaders do to get to the next level and help their business get to the next level? How can they improve productivity and goal setting? What are the challenges leaders face and how can leaders turn those challenges into opportunities to be even more effective?
On Tuesday December 13th, author and executive coach Scott Eblin, joined Rypple for a webinar to share some insights with our audience on coachable moments.
We’ve collaborated on design research for 15 years—now we have 15 lessons learned to make you more awesome.
Whether you’re just starting out or have years of experience, come to find out our lessons learned (with examples, strategies, and resources) to be even more effective as a design researcher.
Where our hard-earned lessons come from: We’ve done research at startups, large corporations, agencies and as independent consultants. We’ve done everything from ethnography to usability to optimization to hybrid experiments. We do research in-person, in groups, online, in labs, coffee shops, living rooms and offices. We do research globally and locally. We do research to support feature and product design, product strategy, communication, content, brand—whatever needs to be informed, we inform it.
We're passionate about design research and want to help you be a great researcher because time is ticking—get out there and be awesome!
We are kickstarting our seminar series with a fascinating set of exercises and resources to unleash your imagination.
The first task of this course is to unleash your imagination and use it wildly.
Every one of us is creative. We are born creative. We need to reclaim our own creativity.
These exercises and resources will help you to do this.
As you start working on your portfolio, you will also start a new journey of self-discovery, creativity, and asset creation.
In this journey, you are only competing with yourself.
You need to find your own path in this life and this module will help you to do that.
Enjoy!
How to Use Gamification to Launch Digital Transformation in Higher Education Karl Kapp
Educause research indicates over 75% of institutions are currently pursuing Digital Transformation (DX) initiatives on their campus, with this number recently skyrocketing due to the immediate shift to remote learning forced by COVID-19.
While Digital Transformation may come in many forms, a core tenant of success is digital literacy and technology adoption. Institutions must prepare long-term strategies for both deploying innovative digital tools and motivating staff, faculty and students to learn, adopt and champion technology.
Research-proven techniques like Gamification will be a game changer for successful DX initiatives by recognizing, engaging and challenging team members to adopt tools.
Collaboration Insights Webinar: The 9 Types of CollaboratorsCentral Desktop
When your organization adopts a collaboration platform, you quickly learn that some of your co-workers are uh ... well ... special. They just don't work the same way you do, and now these differences are both apparent and transparent.
Who ARE these people?
Meet the 9 Types of Collaborators, from the Stealth Ninja who lurks in the background to the Socialite who posts a new status update 15 times per day.
Isaac Garcia, collaboration expert and CEO of Central Desktop, moderates a lively, interactive discussion. Joining him are:
* Jenn DePauw, Senior Director of Operations at The1stMovement digital communications agency
* Alan Bush, Client Services Representative at Central Desktop
They provide:
* Brief overview of all 9 types of collaborators
* Interactive quiz to help you identify your own collaboration type
* Words of wisdom from leaders of collaboration deployments.
What would the ultimate project manager be like? Can you become that person? Explore this guide to develop the top five skills every project manager should possess.
Learn more: http://www.lynda.com/Project-Management-training-tutorials/39-0.html
Seminar 5 and 6 - Gibbs Cycle of Reflection and Evidence Table for Self Dir...Fahri Karakas
This is the third set of seminars this semester.
It includes two seminar activities: Gibbs Cycle of Reflection and Evidence Table for Self Directed Learning.
In the first activity, you will apply Gibbs Cycle of Reflection to become a better professional and individual. You will learn from tips and suggestions on how to choose a critical incident, how to engage in high-quality reflection, and how to apply each step of the Gibbs cycle of reflection.
In the second activity, you create your Evidence Table for Self Directed Learning. This activity will help you turn everything in your life into learning. It will provide you a systematic way to capture your fresh learning and insights that you acquire in the course of your daily life.
We live in an age of massive learning, imagination, and curiosity where you need to amplify your learning in all areas of your life. This means you need to turn everything in your life into learning; including:
-films, dramas, documentaries, and TV shows that you have watched,
- books and articles that you have read,
-arts and sports events you have attended (i.e. concerts, games, musicals, theatre, performances etc.),
-talks, seminars, conferences, workshops, classes, online - courses, or training programs you have learned from, and
your personal and professional experiences, insights, or observations.
Each activity is illustrated with examples.
Young individuals interested in their learning and development will benefit from doing both of these exercises.
Enjoy.
You can read related Medium articles below:
How to Apply Gibbs Cycle of Reflection
And Why This is Useful for Your Learning and Personal Development
https://medium.com/an-idea/how-to-apply-gibbs-cycle-of-reflection-f56026a2558
How to Turn Everything in Your Life into Learning -
Self-Directed Learning Evidence Table Helps You to Capture Your Learning and Inspiration
https://medium.com/an-idea/how-to-turn-everything-in-your-life-into-learning-aa9274d17b99
These colourful containers were created by Guest Presenter Lynn Pavey. She made them from ‘dollar shop’ craft foam and fabric offcuts. They are handy lightweight containers that can be used for containing anything (fruit, coloured pencil stash, stationery bits, or party treats (lollies, wrapped chocolates, serviettes).
Lynn has also figured out a way of using the colours in the mixed foam sheets pack that aren’t your first pick. As you’ll see if you team the tone with the just the right fabric, it can look sensational. Sometimes it doesn’t need to match, just harmonise, to look right. Give it a try, and test your own shapes
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
What can leaders do to get to the next level and help their business get to the next level? How can they improve productivity and goal setting? What are the challenges leaders face and how can leaders turn those challenges into opportunities to be even more effective?
On Tuesday December 13th, author and executive coach Scott Eblin, joined Rypple for a webinar to share some insights with our audience on coachable moments.
We’ve collaborated on design research for 15 years—now we have 15 lessons learned to make you more awesome.
Whether you’re just starting out or have years of experience, come to find out our lessons learned (with examples, strategies, and resources) to be even more effective as a design researcher.
Where our hard-earned lessons come from: We’ve done research at startups, large corporations, agencies and as independent consultants. We’ve done everything from ethnography to usability to optimization to hybrid experiments. We do research in-person, in groups, online, in labs, coffee shops, living rooms and offices. We do research globally and locally. We do research to support feature and product design, product strategy, communication, content, brand—whatever needs to be informed, we inform it.
We're passionate about design research and want to help you be a great researcher because time is ticking—get out there and be awesome!
We are kickstarting our seminar series with a fascinating set of exercises and resources to unleash your imagination.
The first task of this course is to unleash your imagination and use it wildly.
Every one of us is creative. We are born creative. We need to reclaim our own creativity.
These exercises and resources will help you to do this.
As you start working on your portfolio, you will also start a new journey of self-discovery, creativity, and asset creation.
In this journey, you are only competing with yourself.
You need to find your own path in this life and this module will help you to do that.
Enjoy!
How to Use Gamification to Launch Digital Transformation in Higher Education Karl Kapp
Educause research indicates over 75% of institutions are currently pursuing Digital Transformation (DX) initiatives on their campus, with this number recently skyrocketing due to the immediate shift to remote learning forced by COVID-19.
While Digital Transformation may come in many forms, a core tenant of success is digital literacy and technology adoption. Institutions must prepare long-term strategies for both deploying innovative digital tools and motivating staff, faculty and students to learn, adopt and champion technology.
Research-proven techniques like Gamification will be a game changer for successful DX initiatives by recognizing, engaging and challenging team members to adopt tools.
Collaboration Insights Webinar: The 9 Types of CollaboratorsCentral Desktop
When your organization adopts a collaboration platform, you quickly learn that some of your co-workers are uh ... well ... special. They just don't work the same way you do, and now these differences are both apparent and transparent.
Who ARE these people?
Meet the 9 Types of Collaborators, from the Stealth Ninja who lurks in the background to the Socialite who posts a new status update 15 times per day.
Isaac Garcia, collaboration expert and CEO of Central Desktop, moderates a lively, interactive discussion. Joining him are:
* Jenn DePauw, Senior Director of Operations at The1stMovement digital communications agency
* Alan Bush, Client Services Representative at Central Desktop
They provide:
* Brief overview of all 9 types of collaborators
* Interactive quiz to help you identify your own collaboration type
* Words of wisdom from leaders of collaboration deployments.
What would the ultimate project manager be like? Can you become that person? Explore this guide to develop the top five skills every project manager should possess.
Learn more: http://www.lynda.com/Project-Management-training-tutorials/39-0.html
Seminar 5 and 6 - Gibbs Cycle of Reflection and Evidence Table for Self Dir...Fahri Karakas
This is the third set of seminars this semester.
It includes two seminar activities: Gibbs Cycle of Reflection and Evidence Table for Self Directed Learning.
In the first activity, you will apply Gibbs Cycle of Reflection to become a better professional and individual. You will learn from tips and suggestions on how to choose a critical incident, how to engage in high-quality reflection, and how to apply each step of the Gibbs cycle of reflection.
In the second activity, you create your Evidence Table for Self Directed Learning. This activity will help you turn everything in your life into learning. It will provide you a systematic way to capture your fresh learning and insights that you acquire in the course of your daily life.
We live in an age of massive learning, imagination, and curiosity where you need to amplify your learning in all areas of your life. This means you need to turn everything in your life into learning; including:
-films, dramas, documentaries, and TV shows that you have watched,
- books and articles that you have read,
-arts and sports events you have attended (i.e. concerts, games, musicals, theatre, performances etc.),
-talks, seminars, conferences, workshops, classes, online - courses, or training programs you have learned from, and
your personal and professional experiences, insights, or observations.
Each activity is illustrated with examples.
Young individuals interested in their learning and development will benefit from doing both of these exercises.
Enjoy.
You can read related Medium articles below:
How to Apply Gibbs Cycle of Reflection
And Why This is Useful for Your Learning and Personal Development
https://medium.com/an-idea/how-to-apply-gibbs-cycle-of-reflection-f56026a2558
How to Turn Everything in Your Life into Learning -
Self-Directed Learning Evidence Table Helps You to Capture Your Learning and Inspiration
https://medium.com/an-idea/how-to-turn-everything-in-your-life-into-learning-aa9274d17b99
These colourful containers were created by Guest Presenter Lynn Pavey. She made them from ‘dollar shop’ craft foam and fabric offcuts. They are handy lightweight containers that can be used for containing anything (fruit, coloured pencil stash, stationery bits, or party treats (lollies, wrapped chocolates, serviettes).
Lynn has also figured out a way of using the colours in the mixed foam sheets pack that aren’t your first pick. As you’ll see if you team the tone with the just the right fabric, it can look sensational. Sometimes it doesn’t need to match, just harmonise, to look right. Give it a try, and test your own shapes
Agile Washington 2015 Creating a Learning CultureRenee Troughton
Presented in August 2015 at Agile 2015 in Washington DC this is a presentation about a structured 10 week program to grow your own Agile champions and coaches through a series of activities and collaborate learning. This presentation highlights the activities and the learning problem.
Gamify your e learning! 6 Ways to Incorporate Gamification into eLearningLambda Solutions
Gamification has emerged as a significant trend in the field of learning and development in the past few years. By gamifying learning, you can harness the power of what people inherently love to do—have fun. But what is gamification and how can it be used effectively to motivate and engage learners?
Co-hosted by Paula Yunker, with 30+ years of instructional design experience—this webinar will explore what gamification is and how gamification can be used to create more meaningful, engaging and interactive eLearning experiences. We’ll discuss how you can create eLearning courses using principles of gamification that fit with your budget and we’ll also share examples of how organizations have successfully used gamification.
Topics covered are as follows. To listen to the recorded webinar, please visit: http://www.lambdasolutions.net/?p=6874
-What gamification really is
-The difference between learning games and gamification
-Using gamification to engage learners
-Getting started with gamification – what you need to know
-Six ways to incorporate elements of gamification regardless of your budget
-Successful examples of gamification in learning
Speakers: Paula Yunker, Managing Partner and instructional designer, Limestone Learning; Sean Hougan, Marketing Coordinator, Lambda Solutions
Using lego serious play and multimedia blogs to stimulate effective reflectiv...Sue Beckingham
An innovative approach has been taken in the design of the foundation year for a new Extended Degree in Computing, whereby assessment is by competencies in a 120 credit module. The students need to pass 40 competencies to pass. In order to pass a competency they may have to demonstrate this first in class to the tutor where there is a practical element, and in addition the students are required to write a reflective blog post about each competency.
This paper will discuss how the use of Lego Serious Play was used first of all as a means to develop the students' communication skills and to explore effective teamwork and personal skills. The students are encouraged to draw, mind map, take photos or video of any aspect of their learning, and to use these within their reflective multimedia blog posts.
An introduction to reflective practice used the 'what - so what - now what' as a starting point; considered how reflective practice is used by the military who routinely conduct after-action reviews; and then how Gibbs six point reflection cycle can provide trigger points for reflective writing. This provided a pedagogical foundation for why reflection was used, but more importantly for the students it provided why it was beneficial to them both in academia and in preparation for placement or graduate employment.
An abundance of research has highlighted that communication is a skill that all graduates need to demonstrate, and is one our Computing graduates most often need to develop. The outcomes of the blogs to date have demonstrated that allowing students to take a more creative approach to expressing themselves has helped them to become more confident in reflective practice and articulation of their learning.
Session 7_ Siddharth from Able Jobs _ Building Sticky Edtech products.pptxWebEngage
Created & presented by Siddhartha Srivastava, Co-founder & CPO, Able Jobs, at EngageMint, Asia's largest Retention Marketing Conference. In this session, Siddharth shares hiw AbleJobs solved the biggest dilemma faced by most Ed-tech products—high CACs, low retention, and scalability.
This session covers:
-Single out the most common reason for learner dissatisfaction
- Re-imagine a retentive experience from a learner's point of view
- Teardown some successful, retention powered ed-tech products
You can find him here: https://www.linkedin.com/in/siddharth...
About EngageMint:
Hosted with love by WebEngage, EngageMint is a platform that brings together marketers and product managers from across Asia, passionate about one thing - giving their customers the ‘aha’ experiences they deserve. At EngageMint, we strongly believe that by equipping professionals with the right strategies, we can initiate a massive shift in the way businesses think about growth, product experiences, customer retention, and everything else in between.
All our sessions are hand-curated and deep-dive into each aspect of user engagement and retention. So all you have to do is take notes and implement these learnings as soon as you get back to work! More details: https://webengage.com/engagemint/
WebEngage is a new age Retention Operating System, a single suite for marketers to store user data, provide actionable insights, orchestrate omnichannel campaigns by leveraging user insights to provide a hyper-personalized end-user experience.
The platform helps brands drive more revenue from existing customers and anonymous users across 10+ communication channels. WebEngage goes above and beyond a marketing automation platform and powers the user engagement for thousands of enterprise brands worldwide, working across several industries like E-Commerce, Edtech, Fintech, Foodtech, Media & Publications, Gaming, BFSI, Healthcare, Online Retail. The key clientele includes marquee brands like HUL, Bajaj Finserv, Unacademy, ALT Balaji, MakeMyTrip, Zivame, Firstcry, and many more.
----------------------------------------------
To know more about WebEngage, visit - https://webengage.com/
Book a demo with us: https://webengage.com/register-for-de...
To know the latest insights on customer retention and marketing automation worldwide, follow us here:
Twitter: https://twitter.com/WebEngage
LinkedIn: https://www.linkedin.com/company/webe...
Facebook: https://www.facebook.com/WebEngage/
Instagram: https://www.instagram.com/webengage/
Ubiquitous Learning: Leveraging the Strengths of Online EducationJean Marrapodi
Holding courses online is no longer a nice-to-have option for higher education. Colleges invest money in a learning management system and expect faculty to start using it. Unfortunately, preparing for the online classroom is very different from the traditional classroom, and many faculty resist the transition. Some resist from fear of change, others from fear of technology, and others because they cannot conceive of online learning being successful. The online environment offers many opportunities that are unavailable to the traditional classroom. In this session we will look at best practices in online learning, and some of the hallmarks of successful MOOCs, which attract tens of thousands of learners worldwide. We will discuss the nuts and bolts of effective online lectures, discussion questions, and assessment activities that allow students to use 21st century tools to demonstrate what they have learned. We will consider the value of peer assessments, rubrics, and group work that leverages collaborative problem solving. Part theory, and part tactical, this session is presented from the trenches of experience, and will allow you to share your successful ideas to embrace the process of knowledge making over knowledge consumption.
Presented at ATD2015, Orlando FL in the Higher Ed track.
Our approach to blended learning, the Chrysalis Way.
Learning effectiveness, social learning, curated content, great learning content, games based learning.
Advanced Learning Environments for Today's Tech-Savvy LearnerNICSA
Practical experience and research suggests that individuals joining our companies today learn and work differently than those in the past. Technology including video games, texting, social media, and You Tube have had a strong role in influencing how our newest colleagues learn and interact with others. Join us to explore how some firms are addressing the challenges of creating effective learning environments focused on preparing individuals for their current roles and for future leadership positions.
Global Zeitgeist May 2024: 3 Body Problem, GPT-4o, Investing, Creativity, Sto...Fahri Karakas
This is a global tour of culture, innovation, technology, and business.
Open AI has introduced GPT-4o and we are much closer to AGI. Her movie became real!
3 Body Problem - why is it interesting? How did I use it for creative storytelling? How can you us storytelling for asset creation?
MetGala was dystopian, like Hunger Games. What happened? Why are celebrities getting blocked?
How can you invest in Nasdaq and AI stocks?
How can you develop entrepreneurial thinking skills?
"Gamification: Practical Strategies for Your Courses" (Nov. 21, 2014)Sherry Jones
Nov. 21, 2014 - I was invited by Academic Impressions to present a webinar on Game Design and Gamification Strategies for education.
The live webinar can be obtained from Academic Impressions:
http://www.academicimpressions.com/webcast/gamification-practical-strategies-your-course#Overview
Amy s friend-judyalbers-intrepid-corning-presentation-hr-sept2018Amy S. Friend
Amy Friend and Judy Albers present this session on how Corning modernized their global new employee onboarding using Intrepid to design a learning experience program.
Amy Friend is the Manager of Learning Technology and User Experience at Corning Inc. She and Judy describe the approach and benefits of upgrading to modern digital approaches in learning.
Amy Friend and Intrepid won a Brandon-Hall Excellence Award for the design and results of this learning experience.
learn how to rewire your brain, understand the thinking, beliefs, and habits that enable you to move through stress, overwhelm and anxiety and become the best version of yourself.
Build the HR capabilities to manage, map and match people to the organisation in a fast and fluid way. Enhance and manage performance to build and sustain and business transformation. Mobilise and enable employees to master new skills faster than ever before. Learn how to design future and transitional structures, capabilities, leadership, talent and culture for a sustainable competitive advantage.
Old business and people engagement models are no longer relevant. By applying the neuroscience and bio-chemistry of learning, change, stress, resilience and peak performance, we can accelerate learning and unleash potential, creativity, focus, energy and enhanced performance.
We need blended organisational structures, capabilities, leadership, talent and culture for a sustainable competitive advantage. We need collaboration across boundaries, innovation, agility, digital enablement, culture engagement and strategic and embedded change management. We need leaders and HC to design, drive and enable organisational responsiveness.
We need people who are intensely curious, originally creative, courageously committed, consciously choosing, critical thinkers, trust-building collaborators, change navigators
and generous community contributors.
We explore how to use the latest brain and behavioural science to rapidly build the mindsets and habits required across these 8 capabilities.
Why your organisation's future demands a new kind of HR
How do you adopt an operating model of the future to upgrade the HR function’s strategy and management and help them achieve their goals of agility, customer centricity and operational efficiency?
Before the current pandemic, changing technologies and new ways of working were already disrupting jobs and the skills employees need to do them. Unpack how your organisation can meet this challenge in relation to your current talent strategy.
This presentation by Morris Kleiner (University of Minnesota), was made during the discussion “Competition and Regulation in Professions and Occupations” held at the Working Party No. 2 on Competition and Regulation on 10 June 2024. More papers and presentations on the topic can be found out at oe.cd/crps.
This presentation was uploaded with the author’s consent.
Acorn Recovery: Restore IT infra within minutesIP ServerOne
Introducing Acorn Recovery as a Service, a simple, fast, and secure managed disaster recovery (DRaaS) by IP ServerOne. A DR solution that helps restore your IT infra within minutes.
Sharpen existing tools or get a new toolbox? Contemporary cluster initiatives...Orkestra
UIIN Conference, Madrid, 27-29 May 2024
James Wilson, Orkestra and Deusto Business School
Emily Wise, Lund University
Madeline Smith, The Glasgow School of Art
0x01 - Newton's Third Law: Static vs. Dynamic AbusersOWASP Beja
f you offer a service on the web, odds are that someone will abuse it. Be it an API, a SaaS, a PaaS, or even a static website, someone somewhere will try to figure out a way to use it to their own needs. In this talk we'll compare measures that are effective against static attackers and how to battle a dynamic attacker who adapts to your counter-measures.
About the Speaker
===============
Diogo Sousa, Engineering Manager @ Canonical
An opinionated individual with an interest in cryptography and its intersection with secure software development.
Have you ever wondered how search works while visiting an e-commerce site, internal website, or searching through other types of online resources? Look no further than this informative session on the ways that taxonomies help end-users navigate the internet! Hear from taxonomists and other information professionals who have first-hand experience creating and working with taxonomies that aid in navigation, search, and discovery across a range of disciplines.
2. Catalysts in creating high performance, high engagement
organisations through developing leaders, building capacity, and
leveraging talent
Experienced
team
CONSULTING SOLUTIONS
Partners in customised solutions
to people challenges
LEARNING SOLUTIONS
Break-through learning
to build capacity
REAL BUSINESS VALUE
Thought Leadership
Experienced Team
Practical Tools
Global & Local Track Record
3. Gamification in practice
Gamification on-boarding
Accelerated Learning book and workshop
Engagement technology
Talent Simulation
Gamification and game based learning principles
4. The Book
PART 1: Paradigm shift for Accelerated Learning
• The need for accelerated learning
• Paradigm shifts in learning
PART 2: Whole brain, whole person approach to learning
• Unique learning profiles
• Neuroscience of Learning
PART 3: Creating a Learning Culture
• Creating a learning culture
• Learning through coaching
• Learning through authentic conversations
PART 4: Designing Accelerated Learning Programs
• Learning architecture
• Learning design
• Gamification of learning
• Learning assessment
PART 5: Making it real – case studies on
talent, change and leadership
4
What’s new: inviting readers to engage, accelerated learning
through gamification mechanics and brain-break activities. Rabbit-
hole of resources, tools, status, rewards, social media, forums
5. Chapter Set your goal
Activities
Completed
Brain Breaks Facebook
Hidden
Messages
On boarding
Part 1: Paradigm Shift for Accelerated Learning
Chapter 1: Need for Accelerated Learning Yes / No Yes / No Yes / No Yes / No Yes / No
Chapter 2: Paradigm Shifts in Learning Yes / No Yes / No Yes / No Yes / No Yes / No
Chapter 3: Insight into Accelerated Learning in South African Organisations Yes / No Yes / No Yes / No Yes / No Yes / No
Part 2: Whole Brain, Whole Person Approach to Learning
Chapter 4: Unique Learning Profiles Yes / No Yes / No Yes / No Yes / No Yes / No
Chapter 5: Neuroscience of Learning Yes / No Yes / No Yes / No Yes / No Yes / No
Part 3: Creating a Learning Culture
Chapter 6: Creating a Learning Culture Yes / No Yes / No Yes / No Yes / No Yes / No
Chapter 7: Learning through Coaching Yes / No Yes / No Yes / No Yes / No Yes / No
Chapter 8: Learning Through Authentic Conversations Yes / No Yes / No Yes / No Yes / No Yes / No
Part 4: Designing Accelerated Learning Programmes
Chapter 9: Learning Architecture Yes / No Yes / No Yes / No Yes / No Yes / No
Chapter 10: Learning Design Yes / No Yes / No Yes / No Yes / No Yes / No
Chapter 11: Gamification in Learning Yes / No Yes / No Yes / No Yes / No Yes / No
Chapter 12: Learning Assessment Yes / No Yes / No Yes / No Yes / No Yes / No
PART 5: Making it Real – Case Studies of Accelerated Learning
Chapter 13: Case Study: Breakthrough Learning for Talent Pools Yes / No Yes / No Yes / No Yes / No Yes / No
Chapter 14: Case Study: Learning to Accelerate Change Yes / No Yes / No Yes / No Yes / No Yes / No
Chapter 15: Case Study: Creating a Culture of Effective Decision Making Yes / No Yes / No Yes / No Yes / No Yes / No
How have you Done?
There are many rewards that you can earn - see www.accelerated.co.za for more on rewards
Accelerated Learning Leader Board
Your Name:
I agree to complete this learderboard HONESTLY, share my activities completed and have fun while learning!
Rate Yourself
8. Leader-board
Social media Team Selfie Activity 1 Activity 1 Activity 1 Survey TOTAL
Points
Team 1
Team 2
Team 3
Team 4
Team 5
Team 6
Team 7
Team 8
Team 9
Team 10
Tweet
Post
Team selfie
Activity 1: Umu survey
Activity 2: Visual summary
9. www.umu.com
What gamification mechanics are you regularly using in your
learning programs?
• Points
• Badges / rewards
• Levels
• Leaderboards / progress tracking
• Challenges
Which intrinsic motivators do you regularly structure into your
learning design?
• Autonomy (“I control”),
• Mastery (“I improve”),
• Purpose (“I make a difference”),
• Progress (“I achieve”)
• Social Interaction (“I connect with others”)
How would you rate your current level of competence in
Gamification?
• Gamification what!!
• Just starting out – understand the concept
• Have experimented with a few aspects
• Regularly use and apply gamification in my work
How do you feel about the value of gamification in enhancing
engagement and learning in the workplace?
• Still a bit sceptical – games, seriously!
• Undecided – need more evidence
• I see how it could work – might try it
• Totally convinced - love the idea
12. Create multiple
choice and simple
open-ended questions
for participants to
answer on their
mobile devices.
Efficiently collect the most
powerful points of
discussions by designing
topics for participants to
comment on. Participants
can comment and vote on
each other’s comments.
Quickly and accurately identify
common interest questions or
topics by asking an open-ended
question. Participants can respond
and vote on each other’s
responses.
Take snapshots of your
participants’ notes and
flipcharts. Use the UMU
app to upload the photos
to the “Flipchart Slides”
(new version coming soon).
Your selected images will
display instantly on the big
screen.
The short games are great
icebreakers. You can use them to
quickly engage or wake up the
audience. Each game takes about
45 seconds, and the scores are
displayed on the screen.
Insert one of umu’s pre-
designed templates or use
one of your own creation.
Collect basic information
about your participants.
These results will not be
displayed on the big
screen.
13.
14. Leading In A Vuca World
• Statements & Responses pg. 1
15. www.umu.com
How do you feel about integrating gamification in
your work? (few words i.e. excited, nervous,
overwhelmed, etc)
What ideas can you share about how you have or
plan to implement gamification in your
workplace? (Open Ended)
17. SimTalent
Talent Simulation Board Game
Competing teams
Talent profiles, recruiting,
Development planning, impact
Events, probabilities, impact
Time, money, skills, motivation
Succession planning – ripple effect
18. SimTalent
Gamification Mechanics
Teams -competing
Options, decisions,
consequences
Leader-board – scores, prizes
Levels - rounds
Physical game play
Networking & collaboration
Having fun
19. Gamification
Gamification applies the “stuff” that
makes games fun and irresistible and
applies this measurably into non-game
contexts. Engaging “players” through
Feedback, FUN and Friends. Darryn Van
den Berg
e.g. avatars, points, badges, levels (status), leader-
boards, challenges, rewards
19
Game-based learning = a type of
game play that has defined learning
outcomes, is designed to balance
subject matter with gameplay and
the ability of the player to retain, and
apply subject matter to the real
world e.g. board games, simulations,
experiential learning challenges, amazing races
etc
High tech vs low tech
20. Gamification – Motivation and
Flow
20
MOTIVATION
Autonomy: I get to choose – to “opt
in”
Challenge: Progression – the
experience, feelings, and overall
well-being as a result of challenging
successes
Mastery: Overall success in an
individual
Achievement: Progression in work
orientation, endurance, cognitive
structure, order, play, and low
impulsivity
Purpose: Being a part of a bigger
picture – or something that is larger
than me
21. Acting
Content People
Interact
Expressers Competitors
Explorers Collaborators
Enjoy ACTing on Content, express
themselves through writing,
commenting, drawing, changing the
look and feel of a page, etc
e.g. Choose, Pinterest, customer, design,
layout, Instagram, dress up, show off,
scrapbooking
Engage by acting on people. Like to
win – and not just want to win, but to
be seen winning by all their friends
and social groups.
e.g. Win, beat, brag, World of Warcraft,
taunt, challenge, monopoly, fight, poke, pass,
grand theft auto, rankings
Enjoy interacting on Content, like to
research and “Explore” different
thinking, ideas, papers. Not really
fussed about connecting with people,
as long as they feel safe and are
finding out new information.
e.g. View, read, research, collect, Slide share,
curate, complete, LinkedIn, delve, unpack,
review, treasure hunters
NEED people, want to have friends
around them, platforms for boasting,
sharing, chatting, bouncing ideas,
interacting – for improvement or just
to have fun
e.g. Join, Facebook, share, help, gift, greet,
exchange, Twitter, trade, WhatsApp, chat,
like, visit, crowd, hi five
Player types
22. Thank You
Debbie Craig: Catalyst Consulting (Pty) Ltd
Phone +27 82 8725429
Email debbie@catalystconsulting.co.za
Web www.catalystconsulting.co.za
facebook.com/Catalyst Consulting Pty Ltd
twitter.com/@CatalystSA
linkedin.com/Catalyst Consulting South Africa
Contact Details
Editor's Notes
Generations
Description
Veterans or Traditionalists (born 1925-1945)
Grew up in times of economic hardship, which led them to become disciplined and self-sacrificing. They place duty before pleasure, believe patience is its own reward, see work as an obligation, and, as workers, are loyal, hard-working, and dedicated. They respect authority and work within the system. Some of the youngest of this generation are still in the workforce.
We learned through experience and the life of hard knocks. School was sitting on hard benches listening to stern-faced teachers on a set syllabus with little room for creativity or interaction. The privileged few went on to a higher education which was very expensive while the rest of us learnt a trade through apprenticeship or started working from the bottom.
Baby Boomers (born 1946-64)
Are members of a large generation who grew up in economic prosperity after World War II in strong, nuclear families with stay-at-home mums. They are competitive, optimistic, and focus on personal accomplishments. They are workaholics, who “live to work,” and often take work home. Their job or profession defines them, and they like to feel valued and needed. They have no work-life balance; many have sacrificed a home life for a career, and for those who tried both, it has been a juggling act. This generation has dominated the workforce for many years, and now hold significant positions within it.
We learned primarily in formal institutions such as school classrooms, colleges and universities. We learnt from teachers and experts in their field, using textbooks, library books and Encyclopaedias. Once we had an education, we applied our skills and learnt further on the job. Careers had to be chosen while very young, and stuck to for life, with little room for change, which meant starting again.
Generation X (born 1965-1979)
Grew up in very different circumstances. For many, having divorced parents and mothers at work was the norm. This led to their characteristic resilience, independence, and adaptability. At work, they take employment seriously and have a pragmatic approach to getting things done. They “work to live, not live to work,” and move in and out of the workforce to accommodate their family and children.
We were encouraged to get an education and build a career by our parents. We joined industry bodies, networked and attended further education and conferences to expand our learning over the years. Corporates invested a lot of money in our development. Computers started to become an extension of our work tools and we had to learn a whole new world of technology later on in life. In addition, we started learning about the world and other cultures through black and white TV, which later progressed to colour.
Generation Y or Millennials (born 1980-1995)
They are the children of Baby Boomers who indulged them and gave them lots of attention, and who now display a high level of self-confidence. This generation grew up in good times, and spent more time in full-time education than any previous generation. Because they have only known economic prosperity, they do not fear unemployment. They are self-reliant and very social. Friends are very important to them, and they have a large network. They like to multi-task, and are always onto the next thing. They question everything, hence their alias, Generation Why? In the workplace they are not afraid of challenging managers (Baby Boomers). Work for them is a means to an end; it is a place, not their identity. They want flexible working hours, to be able to work from home, and to have time off for travel. Gen Y-ers are quite happy to leave a job if it doesn’t come up to expectations. They think they can have it all and are not embarrassed to ask for it. They are happy to job hop until they find what they want.
Gen Y’s spend more time online(for leisure or work) than watching TV, mostly downloading music, video and movies before they hit the stores. They are the highest users of mobile social networks Web 2.0 i.e. blogging, file sharing, location-based socialization services, chat, etc.
We learn as we go and when we need to – using technology and contacts. We know that information is a click away, so there is no point in learning stuff now that we can’t see a use for. Some of us learnt from home schooling and private colleges, the rest of us dragged ourselves through school not understanding the point of it all, but actually learning about life and the world through TV and the internet. Some of us followed our parent’s wishes by going to university, but many of us preferred the experiential route of testing a lot of things to see what fits in between gap years, gaming and chill sessions. Learning is not limited to an age or an event, but a continuous process of discovery.
Generation Z (born 1996 onwards),
These members will start appearing in the workforce in five or so years. They are digital natives who grew up with the technology. They are “native speakers” of the digital language of computers, video games, and the Internet. Because of this, they “think and process information fundamentally differently from their predecessors.” Digital natives share a common global culture that is defined not by age, strictly, but by certain attributes and experiences related to how they interact with information technologies, information itself, one another, and other people and institutions.
We learn almost everything through technology. The world-wide web is part of our identity and expression and as natural to explore and use and our fingers. Our phones and tablets are an extension of our limbs and go with us everywhere, with uncapped data and continuous Wi-Fi the norm. Education will most likely be through on-line multi-media interactive courses enhanced with gamification techniques to keep us stimulated and interested.
Readers (passive Consumers)
users who simply browse Websites, blogs, and wikis, watch videos, listen to podcasts, etc.,
Participants (active Contributors)
users who contribute to content in blogs, wikis and other Websites, share links using online bookmarking services or from their RSS readers; or otherwise connect with others using instant messaging, SMS, and micro-blogging and social networking services
Creators (pro-active Producers)
users who create and share their own content like photos, videos, and other files and documents, as well as build their own blogs, wikis, social networks, etc., to encourage connections and discussion with others