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
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
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
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
Level Up Your Talent Development with Gamification [eBook]Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome.
Gamification invites people to participate and engage by integrating game mechanics and game dynamics into such things as a website, online community, marketing campaign, and as demonstrated in this book – even a traditional training and development program.
By adding game mechanics to training, Gamification not only increases interest, it makes training FUN!
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
Monica Cornetti
Ranked as #1 Gamification Guru
Founder and CEO - Sententia Gamification Consortium
www.SententiaGames.com
www.monicacornetti.com
Sententia Gamification Strategy Design, a trademarked and proven process.
Over 2200 have taken our Level 1 Certification in gamification design for training, talent development, HR, and adult education.
Here is a small sample of work projects submitted at the conclusion of the program as a portfolio of evidence.
All work products are copyrighted and used here by permission. No part of this document or the related files may be reproduced or transmitted in any form, by any means (electronic, photocopying, recording, or otherwise) without the prior written permission of the publisher.
Emerging Learning and Development Models: Part OneSahil Parikh
Part one of ten in a series on emerging learning concepts from the areas of gamification and mlearning. In this post Dr. David Chandross discusses microlearning and intrinsic motivation.
Check us out at www.gameandtrain.com for more information and great content!
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
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
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
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
Level Up Your Talent Development with Gamification [eBook]Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome.
Gamification invites people to participate and engage by integrating game mechanics and game dynamics into such things as a website, online community, marketing campaign, and as demonstrated in this book – even a traditional training and development program.
By adding game mechanics to training, Gamification not only increases interest, it makes training FUN!
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
Monica Cornetti
Ranked as #1 Gamification Guru
Founder and CEO - Sententia Gamification Consortium
www.SententiaGames.com
www.monicacornetti.com
Sententia Gamification Strategy Design, a trademarked and proven process.
Over 2200 have taken our Level 1 Certification in gamification design for training, talent development, HR, and adult education.
Here is a small sample of work projects submitted at the conclusion of the program as a portfolio of evidence.
All work products are copyrighted and used here by permission. No part of this document or the related files may be reproduced or transmitted in any form, by any means (electronic, photocopying, recording, or otherwise) without the prior written permission of the publisher.
Emerging Learning and Development Models: Part OneSahil Parikh
Part one of ten in a series on emerging learning concepts from the areas of gamification and mlearning. In this post Dr. David Chandross discusses microlearning and intrinsic motivation.
Check us out at www.gameandtrain.com for more information and great content!
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
Gamification is use of game based mechanics to stipulate engaging and motivated learning.Games promote ways of knowing and ways of doing.It does not ask you to remember any knowledge;rather they provide challenges and feedback on your decisions.
Have a look at the slide share to know what is Gamification and how to incorporate it in eLearning and more.
I talked about gamification and it's usage in education and training for 2 hours in Tabatabayi University of Tehran. I'll try to prepare a small workshop in this subject.
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Slides from March 2014 presentation recorded by QVDC available at bit.ly/mjQVDC
This 90 minute presentation offers a series of provocative case studies, local and global, to demonstrate effective application of gamification principles and practices in Education. We will discuss key concepts of fun, play, and education.
Gamification / Social Gamification of EducationJorge Simões
A definition for gamification / social gamification for educational contexts; a framework to apply gamification / social gamification in social learning environments.
During the past year, there has been much discussion about learning gamification and game- based learning. Is all of the hoopla just a passing fancy, or is there substance to games as a learning strategy?
In this session, Dr. Karl Kapp and Bryan Austin will summarize the research supporting learning games. They will differentiate between learning gamification and game-based learning, share the rationale for leveraging games to increase engagement, and provide the business rationale used by organizations to implement game-based corporate learning. Finally, this session will outline research under way to benchmark the performance impact of game-based e-learning versus other modes of training.
At the end of this session, attendees will have a clear idea of where learning games fit in their training strategy and their potential value in improving workforce performance.
Learning objectives
Evaluate training techniques, i.e. game-based learning.
Develop, select and implement employee training programs to increase individual and organizational effectiveness.
Evaluate the effectiveness of employee training programs through the use of metrics.
Develop and utilize business metrics to measure the achievement of the organization’s strategic and performance goals and objectives.
Develop qualitative and quantitative methods and tools for analysis, interpretation and decision-making purposes.
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.
This presentation will be of interest to Moodle Course Creators and educators interested in gamification. The Moodle Gradebook is a very powerful, and often neglected, gamification element.
Interactive computer games stimulate the hippocampus part of our brain, which is essential for learning new information, and invoke positive emotions. The same cannot be said for exams! People generally find the learning and assessment process daunting. A well configured gradebook can provide essential feedback to keep students motivated and positive.
Becoming an e-Learner shouldn't require having a combination of Einstein intelligence and Steve Irwin bravery. If you have been an online Student you probably were thinking ... What do I have to do? Did I pass that assignment? Have I finished yet? It's been months since I have been here .. I can't remember where I was up to.
Full presentation with voice-over: http://bit.ly/18hwzPP . This presentation demonstrates the flexibility of the Moodle LMS gradebook to be configured for all scenarios .. even the Vocational Education (VET) sector! Sample courses will be shown for competency based assessment (graded and ungraded). Rubrics, outcomes, custom scales and progress bars are all Gamification elements that can provide learners with rewards, feedback, levels, progression loops, boss fights, leader boards and achievement badges.
Nasir Rasheed (Speaker) Group Creative Director, Opus Agency
Experiential seems to be the buzzword these days in marketing. CMO's are spending more money on experiential campaigns than ever before. What makes a successful campaign and which brands are winning in this space and why.
Jeremiah Grabowski, instructional designer at the SUNY University at Buffalo, presents "gamification in the classroom" • To Identify the principle characteristics of games and gamification, and
• Discuss how gamification principles can be integrated into education
Engaging Kids in Learning: game based learning and gamification in education Pierre Le Lann
Talk at Digital Kids Edu about engaging kids in learning using various forms of games: open ended play, game based learning and gamification
By Pierre Le Lann Co General Manager and Co founder, Tribal Nova, a Houghton Mifflin Harcourt company
Innovation Pioneers Tank Meeting 22 May 2013: GamificationRené Heunen
Materials used at the Innovation Pioneers Tank Meeting at CGI in Stockholm on 22 May 2013, on the subject of gamification. Includes references and links to additional resources by subject authorities.
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
Gamification is use of game based mechanics to stipulate engaging and motivated learning.Games promote ways of knowing and ways of doing.It does not ask you to remember any knowledge;rather they provide challenges and feedback on your decisions.
Have a look at the slide share to know what is Gamification and how to incorporate it in eLearning and more.
I talked about gamification and it's usage in education and training for 2 hours in Tabatabayi University of Tehran. I'll try to prepare a small workshop in this subject.
Why games light up your hippocampus and exams do not. Quotes from researchers and speakers about gamification. Slides from the annual Moodle online conference May 2013. Full recording here: https://www.youtube.com/watch?v=02nHOIZY7V0
Slides from March 2014 presentation recorded by QVDC available at bit.ly/mjQVDC
This 90 minute presentation offers a series of provocative case studies, local and global, to demonstrate effective application of gamification principles and practices in Education. We will discuss key concepts of fun, play, and education.
Gamification / Social Gamification of EducationJorge Simões
A definition for gamification / social gamification for educational contexts; a framework to apply gamification / social gamification in social learning environments.
During the past year, there has been much discussion about learning gamification and game- based learning. Is all of the hoopla just a passing fancy, or is there substance to games as a learning strategy?
In this session, Dr. Karl Kapp and Bryan Austin will summarize the research supporting learning games. They will differentiate between learning gamification and game-based learning, share the rationale for leveraging games to increase engagement, and provide the business rationale used by organizations to implement game-based corporate learning. Finally, this session will outline research under way to benchmark the performance impact of game-based e-learning versus other modes of training.
At the end of this session, attendees will have a clear idea of where learning games fit in their training strategy and their potential value in improving workforce performance.
Learning objectives
Evaluate training techniques, i.e. game-based learning.
Develop, select and implement employee training programs to increase individual and organizational effectiveness.
Evaluate the effectiveness of employee training programs through the use of metrics.
Develop and utilize business metrics to measure the achievement of the organization’s strategic and performance goals and objectives.
Develop qualitative and quantitative methods and tools for analysis, interpretation and decision-making purposes.
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.
This presentation will be of interest to Moodle Course Creators and educators interested in gamification. The Moodle Gradebook is a very powerful, and often neglected, gamification element.
Interactive computer games stimulate the hippocampus part of our brain, which is essential for learning new information, and invoke positive emotions. The same cannot be said for exams! People generally find the learning and assessment process daunting. A well configured gradebook can provide essential feedback to keep students motivated and positive.
Becoming an e-Learner shouldn't require having a combination of Einstein intelligence and Steve Irwin bravery. If you have been an online Student you probably were thinking ... What do I have to do? Did I pass that assignment? Have I finished yet? It's been months since I have been here .. I can't remember where I was up to.
Full presentation with voice-over: http://bit.ly/18hwzPP . This presentation demonstrates the flexibility of the Moodle LMS gradebook to be configured for all scenarios .. even the Vocational Education (VET) sector! Sample courses will be shown for competency based assessment (graded and ungraded). Rubrics, outcomes, custom scales and progress bars are all Gamification elements that can provide learners with rewards, feedback, levels, progression loops, boss fights, leader boards and achievement badges.
Nasir Rasheed (Speaker) Group Creative Director, Opus Agency
Experiential seems to be the buzzword these days in marketing. CMO's are spending more money on experiential campaigns than ever before. What makes a successful campaign and which brands are winning in this space and why.
Jeremiah Grabowski, instructional designer at the SUNY University at Buffalo, presents "gamification in the classroom" • To Identify the principle characteristics of games and gamification, and
• Discuss how gamification principles can be integrated into education
Engaging Kids in Learning: game based learning and gamification in education Pierre Le Lann
Talk at Digital Kids Edu about engaging kids in learning using various forms of games: open ended play, game based learning and gamification
By Pierre Le Lann Co General Manager and Co founder, Tribal Nova, a Houghton Mifflin Harcourt company
Innovation Pioneers Tank Meeting 22 May 2013: GamificationRené Heunen
Materials used at the Innovation Pioneers Tank Meeting at CGI in Stockholm on 22 May 2013, on the subject of gamification. Includes references and links to additional resources by subject authorities.
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
Game-based Learning Webinar by GreenBooks & GamelearnShyam Sunder
1. Role of game-based learning in enhancing learning outcomes
2. Application of gaming elements in learning initiatives
3. An example of successful game-based learning module - Merchants
An Introduction to Funifier’s FUNIFICATION ENGINE.
The overall goal of gamification is to more deeply engage with consumers, employees, partners and other audiences so as to inspire them to participate, collaborate, share and interact in some activity or community. A compelling, dynamic, and sustained gamification experience can be used to accomplish a variety of mission-critical business goals. This is FUNIFICATION.
ATD International Conference and Expo: GamificationZsolt Olah
"Isn't gamification just sugarcoating boring elearning content?" was a session about what gamification is and where to start if you're in learning and development. (abbreviated content slides)
Global organizations are always seeking ways to improve their training. Gamification is quickly becoming recognized as a highly engaging method of training in enterprise, as it has the ability to significantly improve employee performance.
In this webinar, Interactive Services CLO, Matt Plass, co-presents with Sara Hurley, Director of Compliance at Integrys Energy Group, to share some valuable tips about the gamification of compliance training. Together, Matt and Sara will outline the benefits of gamified training using the Integrys Corporate Policies boardgame as a case study.
Want big wins in marketing
and communications?
Use game mechanics.
Gamification is using game mechanics in non-game settings to create engagement. These techniques fulfill our basic needs for competition and connection – whether you use points, badges, competitions or crowdsourcing. And games create engagement through fun and reward. The love of games transcends cultures and generations and the emotional connection that is created can lead to a stronger brand relationship.
- The basics of gamification
- Player types – and how to motivate different players
- Real-world uses of game mechanics
- And using gamification for B2C and B2B
- See more at: http://www.signalinc.com/the-game-of-gamification/
How to boost learning effectiveness and employee engagement at the same time?
Change your organization learning forever through game-based learning.
www.greenbookslearning.com
Sharing the learnings of our Global Working video competition as a way of saying thank you to everyone who helped make it such a success, and to help other companies who are considering a video competition as part of their activities.
Gamification - making work fun, or making fun of work?Collabor8now Ltd
Gamification is about understanding and influencing human behaviours in order to achieve a specific outcome. Gamification seeks to take enjoyable aspects of games - fun, play and challenge - and apply them to real-world business processes. Analysts are predicting massive growth of gamification over the next few years, but the jury is still out on whether there is any substance or evidence to back up some of the benefits being touted. This webinar will address the following questions:
Does gamification have a place as an effective business change agent?
Can gamification encourage more effective knowledge sharing behaviours and better employee engagement within and across the (your) organisation?
How Social Media is Enabling Individuals and OrganizationsKemp Edmonds
This presentation was first given to the "Growing of Giants" conference in May of 2013. Growing of Giants is an offshoot of the Entrepreneur Organization's Program that meets annually to learn, grow and build their businesses.
Level the Playing Field for Employability Skills in Communities Using Adventure-Based Learning
Inclusive Excellence (IE) is the recognition that a community or institution's success is dependent on how well it values, engages and includes the rich diversity of students, staff, faculty, administrators, and alumni constituents.
Junell McCall, CWDP, M.S., M.Ed.
Associate Director, Office of Career Services
Learning Experience Designer, Trans-Disciplinary Data Scholars Development Program
Bethune-Cookman University
Raphael Isokpehi, Ph.D
Director, Trans-Disciplinary Data Scholars Development Program
Bethune-Cookman University
Gamification Presentation for National Speakers AssociationMonica Cornetti
Are you wondering – what is gamification – and why you should care? In this session created for several National Speakers Association Chapters in Texas, Monica Cornetti, rated as a #1 Gamification Guru in the World, you’ll learn how and why Gamification works and in what context it is most effective for your presentations. How can you get your audience to hook into your presentation, think about the cost of not doing what you recommend, and get them invested to take action?
The good news is that Gamification does NOT mean creating a game and expecting it to motivate people … it means taking the dynamics of games and using them in an authentic way to drive the behavior you want to get.
Top 3 audience takeaways geared toward the professional speaker:
1) Explore the potential of game dynamics to produce behavioral and attitudinal change
2) Experience first-hand how gamification design is used to create change
3) Approach gamification from a practical viewpoint for your presentations
You’ll be 100% engaged as you experience gamification. It’s like getting a gold star for a good job… only better.
Sententia LV1 Gamification Apprentice CertificationMonica Cornetti
Virtual program begins September 1, 2016.
In this 6-hour certification program you will use an L&D case study as you overlay the 5-step Game the System™ model for gamification learning design, gather data, and participate in problem-solving and assessment exercises.
http://go.sententiagames.com/level-1-certification
Sententia Gamification
www.SententiaGames.com
Monica Cornetti
Workshop Title and Description
ACCA
September 17, 2015
Gamification 101
Gamification is at the beginning of what will likely become an incredibly successful industry. Organizations will seek designers to help them explore the potential of gaming technology and ideas that produce behavioral and attitudinal change in human resources, talent development, instructional design, and even employee engagement.
Humans like to play, and when there is play involved, we become clever and skillful learners. Add the word “challenge” to any activity, and watch people become intrigued.
As you define the mission, create an epic adventure, add a variety of scenarios for discovery and learning, build a game layer, and tie it all together with aesthetics and design – you’ll get first-hand experience of how gamification design is used to create change within organizations.
You’ll be 100% engaged as you experience gamification for talent development. It’s like getting a gold star for a good job… only better.
For more ideas on the power of gamification and the use of games in learning, get started with a Sententia Level 1 Gamification Certification - enrolling now for online certification.
About the Author: Monica Cornetti Founder and CEO, Sententia www.SententiaGames.com www.monicacornetti.com
A gamification speaker and designer, Monica Cornetti is rated as a #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You, writes The Gamification Report blog, and hosts the weekly Gamification Talk Radio program.
5 Proven Ways to Create Change with Gamification with Monica CornettiMonica Cornetti
It’s the End of the World as We Know It – 5 Proven Ways to Create Change with Gamification
Whether we like it or not, life is like a game with rules, challenges, and scores – so let’s take the advantage and make it FUN! Gamification captures measurement, behavior analysis, and engagement in ways that can provide a real-time understanding of performance, generate needed change, and enable organizations to meet their objectives.
New examples emerge daily of gamification innovation used to tackle challenging problems ranging from brand loyalty to employee engagement to quality life for patients with chronic illness. In fact, gamification may prove to be one of the most effective means for educating and creating real change in a broad area of applications.
Gamification is at the beginning of what will likely become an incredibly successful industry. Organizations will seek designers to help them explore the potential of gaming technology and ideas that produce behavioral and attitudinal change in education, talent development, productivity, and even, quality of life.
Discover, like a game designer, how to create a fun, collaborative gamification experiences in which ‘players’ are interested in greater interaction and understanding of the ‘rules of the game.’
Sententia Gamification Certification and Audits with Monica CornettiMonica Cornetti
Sentential Level 1 Gamification Certification for Talent Development Professionals
There are trainers and there are TRUE TALENT DEVELOPERS...
Spend a day learning from the #1 rated Gamification Guru Monica Cornetti and become a better, higher-rated, and considerably more effective trainer, teacher, instructional designer, or human resource professional!
This is like no conference or workshop that you’ve ever been to before. The Sententia Gamification Certification LIVE is a complete immersion experience designed to leave you creatively inspired and technically masterful. You’ll leave exhausted and exhilarated. For those reasons, this certification is reserved for those who are truly committed to mastery.
The Sententia Gamification Certification is the premier standard in the world for recognition as a gamification specialist for Talent Development Professionals. Holding a Certified Gamification Professional credential serves as a visible acknowledgement of your demonstrated mastery of core gamification principles and skills essential to the best practice of talent development. Plus, Sententia is the ONLY Gamification Certification that earns you recertification credits with HRCI, SHRM, and ATD.
Whether you are a new or seasoned learning professional, this certification will help you to quickly and easily learn how to adapt a gamification strategy for your programs.
BUT… you do need to be prepared to come and play FULL OUT for the entire day to DRAMATICALLY IMPROVE your L&D results and SIGNIFICANTLY INCREASE your credibility and influence.
You’ll improve your confidence, make more convincing pitches to the C-team, and lead your colleagues and co-workers with an articulate vision.
For more on Sententia Certifications please visit www.sententiagames.com
For more on Monica Cornetti please visit www.monicacornetti.com
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
How to Deliver Low Tech Gamification with Game the System™Monica Cornetti
The Game the System™ Model guides you and your team through the process of gamified learning design. By following the 5-step plan, you are essentially assured a successful outcome..
By adding game mechanics to training, Gamification not only increases interest, it makes training “fun.”
The goal is to increase learning and engagement through key concepts found in game design and behavioral psychology.
Gamification does NOT equal technology … it is really a way of thinking about the development and delivery of your training programs.
For a FREE version of the full recorded presentation go to: www.monicacornetti.com/gamification
Are you wondering… What is Gamification?
Simply defined, gamification uses game mechanics and rewards for non-game applications in order to increase engagement and loyalty. Gamification is an important and powerful new strategy for influencing and motivating people.
Learn how and why Gamification works, in what context it is most effective, and what the limits are to this approach of employee and client engagement.
What's Wrong With Corporate Training Survey ResultsMonica Cornetti
Get more info at: http://bit.ly/WWWCT2012
Focus Group Survey Results from professionals who are responsible for the planning, development or delivery of training in their organization, or who participate in formal training programs in their organization.
Hosted by Monica Cornetti, a Leading Authority on Entrepreneurial Thinking and Leadership, “What’s Wrong with Corporate Training?” explores dozens of proven strategies, and new methodologies you can use immediately to move any training from average to AWESOME.
The case study discusses the potential of drone delivery and the challenges that need to be addressed before it becomes widespread.
Key takeaways:
Drone delivery is in its early stages: Amazon's trial in the UK demonstrates the potential for faster deliveries, but it's still limited by regulations and technology.
Regulations are a major hurdle: Safety concerns around drone collisions with airplanes and people have led to restrictions on flight height and location.
Other challenges exist: Who will use drone delivery the most? Is it cost-effective compared to traditional delivery trucks?
Discussion questions:
Managerial challenges: Integrating drones requires planning for new infrastructure, training staff, and navigating regulations. There are also marketing and recruitment considerations specific to this technology.
External forces vary by country: Regulations, consumer acceptance, and infrastructure all differ between countries.
Demographics matter: Younger generations might be more receptive to drone delivery, while older populations might have concerns.
Stakeholders for Amazon: Customers, regulators, aviation authorities, and competitors are all stakeholders. Regulators likely hold the greatest influence as they determine the feasibility of drone delivery.
The Team Member and Guest Experience - Lead and Take Care of your restaurant team. They are the people closest to and delivering Hospitality to your paying Guests!
Make the call, and we can assist you.
408-784-7371
Foodservice Consulting + Design
Artificial intelligence (AI) offers new opportunities to radically reinvent the way we do business. This study explores how CEOs and top decision makers around the world are responding to the transformative potential of AI.
Oprah Winfrey: A Leader in Media, Philanthropy, and Empowerment | CIO Women M...CIOWomenMagazine
This person is none other than Oprah Winfrey, a highly influential figure whose impact extends beyond television. This article will delve into the remarkable life and lasting legacy of Oprah. Her story serves as a reminder of the importance of perseverance, compassion, and firm determination.
Senior Project and Engineering Leader Jim Smith.pdfJim Smith
I am a Project and Engineering Leader with extensive experience as a Business Operations Leader, Technical Project Manager, Engineering Manager and Operations Experience for Domestic and International companies such as Electrolux, Carrier, and Deutz. I have developed new products using Stage Gate development/MS Project/JIRA, for the pro-duction of Medical Equipment, Large Commercial Refrigeration Systems, Appliances, HVAC, and Diesel engines.
My experience includes:
Managed customized engineered refrigeration system projects with high voltage power panels from quote to ship, coordinating actions between electrical engineering, mechanical design and application engineering, purchasing, production, test, quality assurance and field installation. Managed projects $25k to $1M per project; 4-8 per month. (Hussmann refrigeration)
Successfully developed the $15-20M yearly corporate capital strategy for manufacturing, with the Executive Team and key stakeholders. Created project scope and specifications, business case, ROI, managed project plans with key personnel for nine consumer product manufacturing and distribution sites; to support the company’s strategic sales plan.
Over 15 years of experience managing and developing cost improvement projects with key Stakeholders, site Manufacturing Engineers, Mechanical Engineers, Maintenance, and facility support personnel to optimize pro-duction operations, safety, EHS, and new product development. (BioLab, Deutz, Caire)
Experience working as a Technical Manager developing new products with chemical engineers and packaging engineers to enhance and reduce the cost of retail products. I have led the activities of multiple engineering groups with diverse backgrounds.
Great experience managing the product development of products which utilize complex electrical controls, high voltage power panels, product testing, and commissioning.
Created project scope, business case, ROI for multiple capital projects to support electrotechnical assembly and CPG goods. Identified project cost, risk, success criteria, and performed equipment qualifications. (Carrier, Electrolux, Biolab, Price, Hussmann)
Created detailed projects plans using MS Project, Gant charts in excel, and updated new product development in Jira for stakeholders and project team members including critical path.
Great knowledge of ISO9001, NFPA, OSHA regulations.
User level knowledge of MRP/SAP, MS Project, Powerpoint, Visio, Mastercontrol, JIRA, Power BI and Tableau.
I appreciate your consideration, and look forward to discussing this role with you, and how I can lead your company’s growth and profitability. I can be contacted via LinkedIn via phone or E Mail.
Jim Smith
678-993-7195
jimsmith30024@gmail.com
3. Andrzej Marczewski:
Gamification Players
and User Types
Explore the history of player and user types in gamification,
and how to make use of the Gamification User Types Hexad - a
user type classification model that Andrzej created.
In this episode Andrzej and I clarify:
• What user types or player types are…
• Why they are important to gamification…
• And how to make use of them for your gamification
strategy and applications
Episode URL: http://bit.ly/GTRAndrzejMarczewski
Website: http://gamified.co.uk; Twitter: @daverage
Note: A new version of the test is available now, based on research from
Austrian Institute of Technology and HCI Games Group, Games Institute,
University of Waterloo: http://bit.ly/PlayerHexad
Also, check out the survey validation study here: http://bit.ly/2wOJ1Zu
4. Colin Daymude:
Bridging the Gap: How to Leverage
Gamification and Micro-learning
EdTech has not evolved at the same pace as
productivity tools like marketing automation and
CRMs. And, there is a growing nervousness in L&D
about how to provide value in an industry that hasn’t
changed much since the adoption of the LMS and
the ability to create videos on demand. Rather than
business impact, the objective of training is course
completion.
Fortunately, technology is catching up and there are
solutions. In this episode Colin and I discuss:
• Are Gamification and Micro-learning merely fads?
• Barriers holding L&D back from fully engaging in
gamification
• Time-tested recommendations for organizations
who want to start with gamification
Episode URL: http://bit.ly/GTRColinDaymude
Website: www.mlevel.com; Twitter: @colindaymude
5. Bernardo Letayf :
How to Gamify your Classroom Using
BLUErabbit
BLUErabbit is a tool to superpower teachers and students. It’s mission is to
change education around the world, ensuring everyone has access to
incredible and meaningful education.
Because BLUErabbit is a relatively new platform for educators to use in their
classroom – in this episode Bernardo and I discuss what BLUErabbit is and
what it is not. We explore how to apply gamification in the classroom and
analyze how gamification improves classroom engagement and results.
Is it possible to take the stress away from grades and focus on learning?
Listen and discover why gamification is the answer to the education crisis.
Episode URL: http://bit.ly/GTRBernardoLetayf
Website: http://www.bluerabbit.io; Twitter: @bluerabbitclass
6. Thiagi:
Dr. Sivasailam Thiagarajan
Games and Gamification Part 1
Most people are confused about different terms associated
with games and gamification. If you are one of them, you are likely
to confuse your clients, participants, and audience members.
In this episode, Thiagi and I investigate how to:
• Avoid confusion and misunderstanding when talking about
games and gamification
• Confidently differentiate between games and gamification
• Select the most appropriate elements of games to achieve your
specific goal
• Clearly compare and contrast game design and gamification
design
Untangle the terminology so you can clearly communicate what
you do and what you can do for others.
Episode URL: http://bit.ly/GTRThiagi
Website: www.thiagi.com; Twitter: @thiagi
7. An Coppens:
Gamification and Gender Differences...
The Feminine Viewpoint
The gamification industry, like most technology
fields, is male dominated and often not very lady
friendly. With Gamification in enterprise and
learning however, we need to appeal to both
genders.
In this episode, An and I discuss:
• The key differences in motivation between
genders in the workplace
• How ladies subtly differ from men in decision
making and competition
• Design strategies to engage a female audience
• Top tips for gamification in eLearning
• And a Bonus Marketing Campaign that appeals to
both sexes
Episode URL: http://bit.ly/GTRAnCoppens
Website: www.gamificationnation.com;
Twitter: @AnCoppens
8. Disengagement costs real money! A survey from Gallup Inc.
of employees older than 18 years reports that only around
15% say that they feel a high emotional connection with
their employer. 24% even admit that they don’t have any
commitment to their workplace and company.
But what drives people? Each employee in each organization
in each country has different motives. You might be driven
by money, status, burning ambition, power, lifestyle,
sociological character and much, much more.
In this episode, Roman and I explore how you can discover a
way of using game-like behavior to unfold the powerful
engagement of your employees – to truly motivate them.
Episode URL: http://bit.ly/GTRRomanRackwitz
Website: www.engaginglab.com; Twitter: @RomanRackwitz
Roman Rackwitz:
Gamification: The Difference Between
Motivating and Rewarding
9. David Chandross:
Gamification Research in Health
Care, Addiction, and Higher Ed
David is involved in fascinating research on gamification for
the training of health care professionals in geriatric care; the
conversion of undergraduate degree courses into gamified
systems; and the gamification of drug addiction management.
In today's episode we consider such questions as:
• What benefits does gamification provide for health care,
higher education and addiction treatment?
• What is the current cutting edge of research and priority in
gamification research?
• Do gamified courses provide any measurable advantages for
students?
• What is the future of gamification in higher education?
Episode URL: http://bit.ly/GTRDavidChandross
Connect with David: dchandross@ryerson.ca
10. Alice Keeler:
Gamification in the Classroom
Alice is a technology missionary, on a quest to inspire and
help teachers to try something new. More than simply sharing
ideas… Alice works with teachers to make vision a reality.
In this episode, Alice and I discuss how to apply gaming
principals to education to increase motivation and to meet
each kid where they are; to help each kid achieve their
maximum potential.
You’ll learn:
• Steps to gamifying a classroom
• Teacher beware – words of caution for teachers
• How to approach leadership (principles, school board)
with the plan for implementing gamification
• Difficult challenges when adding gamification to a
classroom
• High-tech, low-tech, no-tech… what is the best way to add
gamification in the classroom?
Episode URL: http://bit.ly/GTRAliceKeeler
Website: www.alicekeeler.com; Twitter @alicekeeler
11. Karl Kapp:
The Research Behind Games, Gamification
and Immersive Learning Techniques
Games, gamification and game-based learning have entered into the
vocabulary of trainers, eLearning developers and instructional
designers around the globe. But, while the use of games for learning
seems like a good match… there are a lot of questions that arise.
In this episode, Karl and I discuss:
• Specific steps to apply game-based strategies to the presentation
of learning content
• The three principles for adding gamification and game-ideas to
learning curriculums
• Specific attributes of games that improve learning recall and
application
• How gamification is impacting learning design and development
Episode URL: http://bit.ly/GTRKarlKapp
Website: www.karlkapp.com; Twitter: @kkapp
12. “What would happen if we got a dozen or more
experienced, talented and turned on OD
Professionals together for a weekend to create all
new approaches for a real client’s real business
issue?”
The Answer = Brains on the Beach
In this episode learn more about Brains on the
Beach, their vision, how it works, what gamification
adds to the process, and how you can become a
Brains on the Beach Consultant!
Brains on the Beach brings together the best
coaches, trainers, facilitators, business experts to
develop workplace solutions for corporate and NGO
clients around the world.
Episode URL: http://bit.ly/GTRJamesBishop
Email James: james.bishop@koru.hk
Read more about Brains on the Beach here:
http://bit.ly/2vwmkFo
James Bishop:
Brains on the Beach –
Gamified Co-Creation
13. 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
Gamification Talk Radio