Gamification is the use of game
elements and game-design techniques in non-game contexts. Let me break that
down.
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Showing posts with label gamification design. Show all posts
Showing posts with label gamification design. Show all posts
Monday, February 20, 2017
Friday, February 10, 2017
Are You Ready to Take the Learner Persona Challenge?
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.
How are Learner Personas Created?
Learner personas are created through research, surveys, and interviews of your target audience. That includes a mix of new and seasoned employees – both “good” and “bad” -- who might align with your target audience. You’ll collect data that is both qualitative and quantitative to paint a picture of who your typical learner is, what they value, and how your program fits into their daily lives.
Thursday, January 12, 2017
Gamification Design for Training and Talent Development
How will you use gamification in your employee engagement and talent development programs in 2017?
Wednesday, December 21, 2016
Why Apply Gamification?
Let’s face it, gamifying a training takes a lot of extra work. It’s easy to deliver information in a lecture. Shouldn’t it be the participant’s responsibility to take our information, remember it, and apply it? After all, they are adults. Why is it our responsibility to make it fun and engaging for them?
Some Talent Development folks are satisfied throwing some points, badges, and leaderboards (PBLs) at a training and being done with it. They don’t have the time and resources to consider other mechanics, develop player personas, create narratives, and determine KPIs.
They ask why they should do all this extra work. Participants should be motivated enough by PBLs.
Tuesday, December 13, 2016
Gamification Challenge: Dollarize It! - ROI vs. ROE
It’s probably no surprise to you, but investing in employees pays off.
Learning opportunities result in higher levels of employee promotion, retention, satisfaction, skills and knowledge, and this translates to better organizational performance. In fact, research shows the more a company invests toward developing employees, the higher its stock value goes the following year.
Yet demonstrating a real, bottom-line, Return on Investment (ROI) remains a continued challenge for those of us in Learning and Development fields.
Monday, July 18, 2016
The Gamification of Higher Education
David has been involved in fascinating research on gamification for health professions and other big projects such as: 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.
Saturday, February 27, 2016
Open Mic Part 2 - Motivation, Mastery, and Manipulation
Monica Cornetti and Dutch Driver
Part 2 of a
casual open mic session where Dutch turns the tables on Monica and interviews
her about gamification. In this session we discuss:
- The value of Gamification Hub – an online community of international gamification enthusiasts
- Progress as a part of Mastery
- SAPS – Status, Access, Power, Stuff
- Extrinsic vs. Intrinsic Motivation
- Creating habits vs. manipulation
It’s casual, it’s unedited, it’s FUN!
Wednesday, February 24, 2016
The 4 Mistakes Every First-Timer Makes with Gamification Design
As a gamification strategist and designer, I am excited that there is a lot of buzz around gamification in corporate learning and talent management. And at the same time I see a lot of confusion about what it really means to gamify a learning program. One thing I try to make clear is that gamification is NOT about designing a game, nor is it simply adding a way to earn points or handing out badges to your learners. It’s about finding the right motivators for your audience that promote the desired actions to achieve the desired outcomes.
So as you start your gamification strategy design, be sure to conduct a self-audit of the four common mistakes listed below – rather than just jumping in to a solution that may not be appropriate for you.
Tuesday, February 23, 2016
The Gamification Quest: A 7-Minute Design Challenge
This challenge was created for participants at the Training 2016 Conference and Expo sponsored by Training Magazine. It is designed to give a quick overview of the gamification strategy design process for Talent Development Programs.
Are you up to the challenge?
The Gamification Quest: A 7- Minute Design Challenge from Monica Cornetti (LION)
About the Author: A gamification speaker and designer, Monica Cornetti is rated as a #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the Founder and CEO of theSententia Gamification Consortium and the author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica is hired for her skill as a gamification speaker and is considered at the top of her field in gamification design for corporate learning.
Are you up to the challenge?
About the Author: A gamification speaker and designer, Monica Cornetti is rated as a #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the Founder and CEO of theSententia Gamification Consortium and the author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica is hired for her skill as a gamification speaker and is considered at the top of her field in gamification design for corporate learning.
Connect with Monica on Twitter @monicacornetti or the company websitewww.monicacornetti.com or www.SententiaGames.com
Saturday, February 20, 2016
Dutch Driver - Open Mic - Gamification and the 2020 Workforce
Part 1 of a casual open mic session where Dutch turns the tables on Monica and interviews her about gamification.
This week my guest is Dutch Driver – like most of my gamification colleagues – we met through social media – and then had an opportunity to meet live and in person when I was in Alabama speaking a few years back. Dutch is one of those creative, research type people that I find fascinating…
In this episode we discuss:
Saturday, February 13, 2016
An Coppens - Gamification and Gender Differences... The Feminine Viewpoint
In this episode of Gamification Talk Radio, An and Monica discuss the gamification industry, which like most technology fields, has been male dominated and often not very lady friendly. With Gamification in enterprise and learning however, we need to appeal to both genders.
Discussion topics include:
Saturday, February 6, 2016
What You Should Know About Learning in the Mobile Era
With special guest Jordan Fladell, EVP and Co-Founder of mLevel (www.mlevel.com)
In this episode of Gamification Talk Radio, we explore mobile learning. As I’ve worked
on gamification strategies for organizations that plan to use mobile
devices in the delivery of the content – I've learned that mobile learning is
so much more than just reformatting our eLearning on a mobile device.
Saturday, January 23, 2016
Alice Keeler - Gamification of the Classroom
Alice is a passionate educator who
believes that professional development is not always formally delivered. She 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 reality.
On this episode of Gamification Talk Radio, Alice and Monica 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.
Saturday, January 16, 2016
Gal Rimon - The Evolution of Gamification
With special guest Gal Rimon of www.gameffective.com
Enterprise gamification is evolving, influenced by changes to performance management methodologies, the concept of fitbit and the quantified self, a deeper understanding of employee motivation and the use of game narratives. On this episode of Gamification Talk Radio, Gal and Monica explore how gamification is:
Wednesday, December 30, 2015
The Use of Narrative in Gamification Design
Good games are framed around a compelling story. What do you remember from a training or workshop experience that you have participated in? Facts, figures, and statistics? Not likely. It’s the stories.
We learn best from the analogies and remember the stories. The Game the System™ model of Gamification allows you to design your training around a story.
And the good news is that you don’t have to start with a blank page to create your storyline.
Level Up Your Talent Development with Gamification [eBook]
Gamification can play a key role in how your organization trains employees when you learn how to think like a game designer.
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.
In this eBook we introduce you to each of the steps so that you can immediately begin to roll out the Game the System™ Model to level up training and development in your organization.
Saturday, December 26, 2015
Gamification... What Really Motivates Us?
Jan Bidner and I met recently at the Gamification World Congress in Barcelona. We sat together at the first session and became instant friends.
In fact, we had the opportunity to participate in a Gamification Guru Panel, which you can listen to here:
Gamification World Congress - Gurus Panel Part 1
Gamification World Congress - Gurus Panel Part 2
Of course we had a lot of discussion about gamification and gamification design. Gamification is an amplifier of the core activity. Which means you have to know what the core activity loops are. Which also mean that the if the core activity is crap you will amplify crap. It is the core experience that we are designing for.
Wednesday, December 23, 2015
Why You Should Use Gamification in your Corporate Learning Programs
The experts agree that opportunities in L&D to apply gamification are only growing, and more opportunities translate into higher pay. Trends project a continued employee engagement crisis, the arrival of Generation Z, the swell of Millennials, the departure of Boomers, and a greater emphasis placed on data and analytics.
Simply defined, gamification uses game mechanics and rewards for non-game applications in order to increase engagement and loyalty, solve problems, change behaviors, and achieve business objectives. Gamification is an important and powerful strategy for influencing and motivating people.
The exciting news is although Gamification is a NEW addition to an instructional designer’s toolkit, it won’t be a steep learning curve for most learning and development professionals, because you have been using many of the techniques for years.
Sunday, December 13, 2015
Brains on the Beach - Gamified Co-Creation
“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?”
In this episode learn more about Brains on the Beach from one of the original founders, James Bishop. Hear about their unique 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.
To encourage co-creation between individuals, the experience is gamified. The GamesMaster finds the client for the Brains to focus their energy on a challenge posed to them and sets the rules of engagement.
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