As a Digital PR firm we use several techniques to get the attention of journalists, but there's one of them that I haven't seen being used a lot by brands outside of digital PR and that's games.
You might think that a game is not suitable for every type of product, but during my talk I'll show several examples on how you can advertise your brand and grab the attention of your audience and the media by "gamifying" your content.
Moreover, we'll explore ways of taking the games further and make them into data that you can outreach and also how to make this content evergreen.
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
As a Digital PR firm we use several techniques to get the attention of journalists, but there's one of them that I haven't seen being used a lot by brands outside of digital PR and that's games.
You might think that a game is not suitable for every type of product, but during my talk I'll show several examples on how you can advertise your brand and grab the attention of your audience and the media by "gamifying" your content.
Moreover, we'll explore ways of taking the games further and make them into data that you can outreach and also how to make this content evergreen.
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
Using Gamification Techniques to Foster Collaboration, Innovation, and Creati...Jason Benton
Gamification is the use of game thinking and mechanics in non-game contexts to engage users in solving problems. Studies have shown that this method stimulates creativity and directly improves engagement and learning. In this session, we’ll explore many different ideas for adding gamification techniques to your organization to improve collaboration and creativity.
How video games can make your kid smarterEduwizards
Video Games! The name forms an image of enjoyment, teenage quarrels and lots of crazy fun activities. Gaming hampers the brain growth of a child and makes them lazy and inattentive; however, the positive side of it says that video games are good teaching tools.
In gameful design, motivational affordances are often used to facilitate intrinsic and extrinsic motivations. This presentation details the 12 dimensions of motivational affordances according to the Gameful Design Heuristics by the HCI Games Group.
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.
Introduction to Gameful Design Heuristics (CHI 2017)Gustavo Tondello
Part 1/2 of CHI 2017 course "Applying Gameful Design Heuristics". This course will supply attendees with our gameful design heuristics and train them in using the heuristics on an example application. Finally, at the end of the second unit, we
will be discussing how to generate design ideas with the heuristics.
An in-service presentation for marketing and fund development professionals covering the importance of story telling, the reason for its effectiveness, storytelling tips & sins to avoid, and three common copywriting formulae to consider (Star-Story-Solution, WASH & ACCA).
Game Changing: How you can transform client mindsets through playJess McMullin
My slides from the 2006 IA Summit conference. Talks about design games.
Full audio + slides in WMV and QT format from the always awesome Bryce Johnson at
http://www.thechickentest.com/2006/05/game-changing-how-you-can-transform-client-mindsets-through-play-jess-mcmullin/
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.
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.
Introduction to Gamification VS. Game-Based Learning (GBL) - Make An Engaging...Sherry Jones
September 17, 2013 - My Training Presentation prepared for educators at Colorado Community College System (CCCS).
Access this Slideshow: http://bit.ly/gamifyvsgbl
Questions or Comments? Contact me:
sherryjones.edtech@gmail.com
http://www.twitter.com/autnes
Using Gamification Techniques to Foster Collaboration, Innovation, and Creati...Jason Benton
Gamification is the use of game thinking and mechanics in non-game contexts to engage users in solving problems. Studies have shown that this method stimulates creativity and directly improves engagement and learning. In this session, we’ll explore many different ideas for adding gamification techniques to your organization to improve collaboration and creativity.
How video games can make your kid smarterEduwizards
Video Games! The name forms an image of enjoyment, teenage quarrels and lots of crazy fun activities. Gaming hampers the brain growth of a child and makes them lazy and inattentive; however, the positive side of it says that video games are good teaching tools.
In gameful design, motivational affordances are often used to facilitate intrinsic and extrinsic motivations. This presentation details the 12 dimensions of motivational affordances according to the Gameful Design Heuristics by the HCI Games Group.
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.
Introduction to Gameful Design Heuristics (CHI 2017)Gustavo Tondello
Part 1/2 of CHI 2017 course "Applying Gameful Design Heuristics". This course will supply attendees with our gameful design heuristics and train them in using the heuristics on an example application. Finally, at the end of the second unit, we
will be discussing how to generate design ideas with the heuristics.
An in-service presentation for marketing and fund development professionals covering the importance of story telling, the reason for its effectiveness, storytelling tips & sins to avoid, and three common copywriting formulae to consider (Star-Story-Solution, WASH & ACCA).
Game Changing: How you can transform client mindsets through playJess McMullin
My slides from the 2006 IA Summit conference. Talks about design games.
Full audio + slides in WMV and QT format from the always awesome Bryce Johnson at
http://www.thechickentest.com/2006/05/game-changing-how-you-can-transform-client-mindsets-through-play-jess-mcmullin/
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.
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.
Serious Games - How to use the most powerful communication tool of the next g...Nico King
The first step to effective communication is getting people’s attention, but what comes next? Learn from examples in Advergaming, Staff Training, and Games For Change to find out why they are effective at translating ideas into first-person experiences, and how that can be applied to businesses today.
Games, Simulations and Gamification in Learning Design and Delivery Karl Kapp
What role should games, simulations and gamification play in learning design and delivery?
Games, gamification and game-based learning have entered into the vocabulary of trainers, elearning developers and instructional designers in the past few years. While the use of games for learning seems like a good match, questions arise. How should games be integrated into the curriculum? Can attitudes and behavior change result from playing a game? What elements of games can learning designers borrow from game designers? The answer to these questions can be found in the research on game-based learning.
This interactive presentation includes many examples of using game-based learning for performance improvement and highlights how organizations have used games to achieve learning success. Discover how research-based practices fit in with today's fast-paced need for quick, effective instruction.
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.
How can we use games in the classroom? Don't use them because they're "cool with the kids" (that's a recipe for chocolate coated brocolli), instead used them because they're sophisticated, challenging digital simulations.
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
This is an investment-educational game design proposal I made in 2016, aiming to train teenagers on investment-literacy
(Demo:https://www.youtube.com/watch?v=u2kpDmp1HhM)
Stop Thinking Like an Instructional Designer, Start Thinking Like a Game Desi...Aggregage
Instructional designers tend to think content first and action second. Game designers tend to think action first. Simply changing your mindset from instructional designer to game designer will help you to create engaging and effective instruction. In this unique gamified webinar, Karl Kapp will help you make that shift.
Interactivity, Games and Gamification: Creating Engaged LearnersKarl Kapp
Based on the bestselling learning book, “The Gamification of Learning and Instruction” this presentation introduces, defines, and describes the concepts of gamification, games for learning and interactivity. It then dissects the elements of games and describes how they can be applied to the design and development of interactive learning.
The presentation is based on solid research including peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. Not all games or gamification efforts are the same, creating engaging learning using game-based thinking requires matching instructional content with the right game mechanics and game thinking. Moving beyond the theoretical considerations, the presentation explores three methods for designing interactive learning based on concepts from games.
The “Immernet”: Immersive Learning through Games, Gamification and Virtual Wo...Karl Kapp
What is the immersive internet-the Immernet and why should learning and development professionals care? In this learning event, we will discuss the use of 3D avatars to change learner behaviors; we will consider how playing a video game changes a person's behavior, how storytelling helps learners memorize facts and how gamification can lead to improved health. This research-based session demonstrates how simple techniques engage and immerse learners in the content they need to learn.You will be provided with tips and techniques for matching research findings to your own immersive learning design. We'll move the concepts from research-to-practice. The presentation ends with a practical case study outlining how the research tips, techniques and practices can immerse learners in the learning experience. Discover how research-based practices can drive immersive learning experiences and behavior change.Session repeated Thursday, TH404-Apply three simple, low-tech techniques for creating engaging learning experiences.-Use four instructional design methods that encourage immersive learning.-Create learning experiences tied to interactivity, immersion and game-based elements.
Games are fun, exciting and engaging but do they belong in the classroom? Can they actually be educational? There is evidence that students and trainees participating in simulation game learning experiences have higher declarative knowledge, procedural knowledge and retention of training material than those participating in more traditional learning experiences. But, what elements make games appropriate for learning and how can those elements be integrated into the classroom. In this webinar, Karl will share practical examples of how to apply game dynamics, or “gamification”, as part of your instructional tool kit helping you to engage students and create an active learning environment.
1. Note to the
Presenter:
You may choose which slides
you want to use and which to
skip within this prepared
presentation.
The Polls and Questions are
offered as suggestions, you
may omit them or create your
own interactive activities.
Remember, your goal is to
engage the audience every 5
minutes.
Your presentation should last
about 5 minutes, including
the participatory activities .
1
2. ID: Andrea Hildreth
Client: Walden University, Capstone Project
Item: Book Review, Reality is Broken by Jane McGonigal
4. Fix #3: More Satisfying Work
“Compared with games, reality is unproductive.
Games give us clearer missions and more satisfying,
hands-on work.”
(p. 55)
4
5. A. Meaningful instruction is an unachievable goal
B. Only experiential instruction can be made meaningful (not
memorization-based exercises)
C. Technology can help us engage learners in most subject areas
D. I am uninterested in this poll question
5
6. Fix 4: Better Hope of Success
“Compared with games, reality is hopeless. Games
eliminate our fear of failure and improve our chances
for success.”
(p. 68)
6
8. Do you think that reading McGonigal’s book would change
the way you approach Instructional Design?
8
9. Fix #5: Stronger Social Connectivity
“Compared with games, reality is disconnected. Games
build stronger social bonds and lead to more active
social networks. The more time we spend interacting
within our social networks, the more likely we are to
generate a subset of positive emotions known as
“prosocial emotions”
(p. 82)
9
10. Considering social connectivity in learning.
In designing online instruction we talk about the importance of
learning communities.
Does McGonigal’s description of “prosocial emotions” seem aligned
with our discussion of learning communities?
10
11. Fix #6: Epic Scale
“Compared with games, reality is trivial. Games make
us a part of something bigger and give epic meaning to
our actions.”
(p. 98)
11
12. About designing meaning into instruction.
How can we know that the learners will share our interpretation
of “meaning”?
12