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Top 10 Rated Gamification Talk Radio Episodes
Gamification is
motivational design…
the use of game elements
and game mechanics in a
non-game context.
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
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
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
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
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
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
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
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
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
“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
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

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Top 10 Rated Gamification Talk Radio Episodes from 2017

  • 1. Top 10 Rated Gamification Talk Radio Episodes
  • 2. Gamification is motivational design… the use of game elements and game mechanics in a non-game context.
  • 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