Showing posts with label customer service. Show all posts
Showing posts with label customer service. Show all posts

Saturday, June 18, 2016

The Gamification of Learning Part 1: Objectives and Players


Using the metaphor of a World Explorer, Monica takes you inside her hands-on, gamified playshop to explore the beauty, awe, marvels, and dangers of the seven levels of successful gamification. You'll learn how to plan for your journey and pack wisely to make every item count.

This week to get started we explore two of the seven continents on our journey, and begin with business objectives and who is playing our game (our learners).

Sunday, September 13, 2015

It's The End of the World as We Know It!

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!

If you’re like most people the term gamification is new, but gamification is simply about taking the psychology and motivation of games – fun, challenge, achievement – and applying it to real-world, non-game situations. 

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 solid solutions in the search for skilled talent.
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 talented professionals to help them explore the potential of gaming technology and ideas that produce behavioral and attitudinal change in education, scaling of services, decreasing costs, and showing value to their business or organization.

The ONLY SHRM, HRCI, ATD approved Gamification Certification started online this week! But it’s not too late to join us. Registration is open through September 30th.

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.

Register for your Sententia Level 1 Gamification Certification and improve your confidence, make more convincing pitches to the C-team, and lead your colleagues and co-workers with an articulate vision.

Simply follow this link today to get started: http://bit.ly/SEN_L1CERT 

It’s like getting a gold star for a good job… only better!

See you online!!

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.

Thursday, August 13, 2015

4 Ways Gamification of Real-World Activities Will Motivate Employees

Gamification is the use of game elements and game-design techniques in non-game contexts. Let me break that down.

Game Elements: Think of game elements as a toolkit for building a game. Game elements include game pieces, avatars, rules, scoring points, proceeding to the next level, receiving badges, or unlocking a reward. As you begin to gamify a system, you can and should modify the elements to target certain business objectives and to make the experience more engaging.

Game Techniques: The aspects of games that make them fun, addicting, and challenging can’t be reduced to a list of components or step-by-step instructions. This is where game-design techniques come in. How do you decide which game elements to put where to create an overall productive gamified experience? Just like strategic leadership, managing a team, or creating a killer marketing campaign, game design is a strong mix of knowledge, skill, and luck.

Non-game Context: The final aspect of our definition is that gamification operates in non-game contexts such as on-boarding, marketing, training, client engagement, etc. The key element in each is that they involve real-world business goals. Your players are not storming a fortress, they are exploring the website of your new product. They are not collecting gold coins, they are collecting achievements on the way to learning a new skill or process in the workplace.

The three major non-game contexts are: internal, external, and behavior change.

Monday, July 27, 2015

"But you didn't ask me if I like oatmeal... "

Have you ever thought about how you make decisions? Do you end up in “trouble” because your choices left the people around you asking, “What were you thinking?”

The truth is, you probably weren’t thinking – you were just acting on an instinct or used some kind of mental shortcut to reach your decision.

Chances are you weren’t asking the right questions to get the right answer.

Let me illustrate with a story about my son Nick, his grandfather, and the conversation I overheard one morning while Pap-Pap was making breakfast for Nick. Pap-Pap prepared a big bowl of oatmeal, his own favorite breakfast.

"Do you like sugar?" Pap-Pap asked Nick. Nick nodded yes.

"How about some butter, too?" Again Nick nodded yes.

"Of course, you like milk?" "Sure," Nick replied.

But when Pap-Pap placed the steaming bowl of oatmeal with butter, sugar and milk before him, Nick refused to eat it.

Wednesday, July 22, 2015

What if You Allowed Yourself to Think Big ... to Think Really BIG?



“If you’re going to be thinking anyway… you might as well think big!” - Donald Trump

Have you ever wondered what results you could get if you allowed yourself to think big … to think really BIG?

Have you ever thought what your life will be like in 10 years? Do you have ideas about your relationships, career, business, health, finances, and spirituality?

We could probably take five days and fill up 50 flip charts with ideas of what you could do in your future.

A better use of your time would be to ask yourself, “Of all the things I can really work on, what are the three or four things that are really going to make a difference?” Instead of generating a lot of good ideas, you have to focus.

But how do you do that? You have to identify things that you can, want, or need to do. They have to be things you can get excited about, big things. Identify things that scare you, but are also aligned with who you are and who you want to be.

Are you ready to think BIG thoughts?

Click here to get your FREE eBook to learn Monica’s proven game plan to Think BIG! http://bit.ly/ThinkBigeBook

About the Author:  Monica CornettiFounder and CEO, Sententiawww.SententiaGames.com
www.monicacornetti.com

A gamification speaker and 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, writes The Gamification Report blog, and hosts the weekly Gamification Talk Radio program.

She is a professional consultant and known for being one of the leading players in thinking differently to create uncommon results. In fact, as an early adopter, she has been designing and delivering gamification programs for her clients since 2008.

Monday, July 20, 2015

The DOs and DON’Ts of Gamification Design Thinking, Part 3

The World Explorer is for you if you are interested in designing a gamification strategy for either employee or customer engagement… BUT you’re not sure where to begin.

In Part 1 of this adventure we learned a number of DO's and DON'Ts as Louis and Lindsey took us on an adventure to discover:
Why are we playing?
Who are your players?  
How are you keeping score?

In Part 2 we explored:
How is the game played?
Why would they want to play?
What keeps them in the game?

Now it’s time for Level 7: Exotic Expedition – What’s it like to play?

Monday, June 15, 2015

The DOs and DON’Ts of Gamification Design Thinking, Part 1




A World Explorer Gamification Design Strategy Session is for you if you are interested in designing a gamification strategy for either employee or customer engagement… BUT you’re not sure where to begin.

Just as if you were heading out the door into a great adventure, you have to make a plan to account for every possible detail. The World Explorer hands-on gamification design template explores the beauty, awe, marvels, and dangers of the seven levels of successful gamification.