Showing posts with label learning. Show all posts
Showing posts with label learning. Show all posts

Wednesday, December 27, 2017

NEW Sententia Gamification Digital Badges


What is a Digital Badge?
The new Sententia Gamification Badges are digital credentials that represent your skills and achievements as a gamification strategy designer, earned by you through a specific portfolio of evidence for each level of certification. The learning ecosystem behind these badges make them powerful and connected credentials.
As a badge issuer, Sententia Gamification has worked closely with recognized HR and Learning and Development Associations to identify credentials which demonstrate a mastery of skills and achievements. These credentials are of particular value to the HR, L&D, and Adult Education professions because it is important for these professionals to continually update their competencies and knowledge.

Thursday, October 12, 2017

The Hungrier Games: How Gamification Builds Drive and Determination in Employees

A Guest Blog by Taylor Burke*


Employee engagement is dismally low. Just 33 percent of U.S. employees report being engaged at work, and that number hasn’t changed much since Gallup began measuring for it in 2000.


Unrest of that level can only lead to one thing — revolt. And that’s exactly what’s occurring. More than a third of people now work for themselves and that number is expected to near 50 percent by 2020. Seventy-six percent of workers are actively looking for or open to new jobs.  


Business leaders, looking to place blame somewhere other than on themselves, might argue that low engagement equals low motivation — an entitled up-and-coming, addicted-to-smartphones, everyone-gets-a-trophy millennial generation. But they’d be wrong.

Tuesday, August 1, 2017

The Science of FUN for L&D

by Jonathan Peters, PhD - Chief Motivation Officer, Sententia Gamification

https://www.vecteezy.com/members/twilightmoon


I overhead this question during the July 4th holiday, and I've been thinking about it, “Why do we, as adults, still take a break from learning in the summer?”

That thought germinated as I read the book Homo Ludens: A Study of the Play-Element in Culture by Johan Huizinga. (I don’t recommend the book; it’s old, not written in English, and very academic.) 

Monday, July 10, 2017

Seven Ways to Add Stories to Your eLearning Courses


We all know that stories are a great way to engage an audience, yet it seems so few people actually study and use the tool in a manner that truly impacts their audience.

So what does it actually take to create a story that is not only engaging but also a highly effective training tool?

Monday, June 19, 2017

Summertime Memories to Make You Smile



Let’s go back for a moment… What are your favorite memories of summer from when you were a kid that make you smile? What were you doing? Who were you with?

Tuesday, April 18, 2017

On-boarding: A Gamification Reflection

By Jonathan Peters, PhD
Sententia Gamification, CMO


In his seminal work describing flow, Mihály Csíkszentmihályi discusses the frustration we feel when a challenge is more difficult than our abilities, or how boring a task will be if our skills surpass the challenge. Flow, he says, comes at the balance between challenge and ability. The more skilled we are, the more we enjoy challenges.

At the beginning of a training program, skills are low. Even if we are accustomed to other learning programs, and even if this program should be beneath our skill level, the fact that it is unfamiliar territory means we will revert to the level of novice.

Tuesday, April 4, 2017

People and Ideas I follow

by Jeffrey Riley
​Practical Learning Concepts, LLC



There are several people I follow in the learning and development world. I hope listing their blogs or websites here will help you as well.

Tom Kuhlmann The Rapid eLearning Blog A must for Articulate users but of benefit to anyone who wants to know more about eLearning and design. Did I mention Tom is a PowerPoint guru?

Cathy Moore's Blog has a lot of great ideas. She may be best known for Action Mapping and Scenario Design.

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.

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.

Thursday, August 11, 2016

Gamification & Analytics – What’s Possible?


As gamification becomes more pervasive in learning programs across the globe, training professionals have an unique opportunity to generate powerful analytics that can shape future learning experiences.

Traditionally learners and their managers have focused on capturing who took the test, when they took it, and what the final score was on the program. While that is important, they are missing out on other important data that when used effectively encourages autonomy and mastery.

Throughout this interview listeners will be able to better understand how to set-up their training programs to enable them to measure “real” results and what tools & platforms are best to leverage in order to make them a success. In addition we will address Tin Can/X-API and how standards such as these can create personal learning experiences.

Tuesday, July 26, 2016

Game Thinking and the MVP of Instructional Design

On this episode of Gamification Talk Radio, I interviewed special guest Zsolt Olah and our topic of discussion was: Game Thinking and the MVP of Instructional Design.
Zsolt participated in Kevin Werbach's G.A.M.E. (Gameful Approaches of Motivation and Engagement) along with researchers and practitioners of game design and gamification such as Karl Kapp, Amy Jo Kim, and Sebastian Deterding.
While researchers and practitioners might have disagreed on many levels about gamification, there was one big take away for L&D we all agreed on.

Saturday, July 9, 2016

The Gamification of Learning Part 3: Rules, Rewards, and Results


This week on Gamification Talk Radio, we finish exploring the seven continents on our journey, and review Rules, Rewards, and Results.
Level 5:  Siberian Express – Why would they want to play?
As you create your gamification experience, think of creative features that will appeal to a variety of intrinsic and/or extrinsic motivators of your players. Define what core drivers of motivation will be most dominant in each phase of the experience. For example, in your onboarding phase you can get your players in quickly with some simple extrinsic motivators. The longer your players are in your game, you’ll want to design for different motivators such as: 

Monday, June 27, 2016

The Gamification of Learning Part 2: Measurement and Behaviors


This week on Gamification Talk Radio, we continue by exploring two more of the seven continents on our journey, and about keeping score and how the game is played.

Level 3:  Jungle Standoff – How are you keeping score?
How will you know the gamification program you put in place is driving the behaviors you need in order to meet your business objectives? What are the KPIs or benchmarks you will use to measure progress? Define the business metrics or quantifiable output indicators on the basis of achieving your business objective. Decide what numbers you must hit in order for your gamification program to be deemed successful.

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).

Tuesday, June 14, 2016

Gamification Design: We All Play Games


The reality is… you enjoy playing games. We’ve been playing games since the days of cavemen, and it is your nature to compare yourself to see how you measure up to others.

Games drive emotions, build loyalty, and create character.
What if you could take game mechanics like competition, collaboration, and chance -- and apply them to your organization to teach, persuade, and motivate people?

Is it possible to make dull training; or difficult, tedious, or challenging tasks just a little more fun?

The answer is YES!

Forward thinking organizations understand the power of Gamification to increase engagement, and are quickly learning how to leverage its power.

Gamification does NOT equal technology or playing video games. It is an important and powerful strategy for influencing and motivating people. Simply defined, Gamification uses game mechanics and rewards for non-game applications in order to solve a wide range of business problems.

An excerpt from an Introduction to Gamification class with facilitator Monica Cornetti, Sententia Founder and CEO.



Here are three factors to consider as YOU explore how Gamification can help you and your organization.
  • Clearly Identify the Business Objectives – Instead of asking, “How can we leverage Gamification in our organization?” begin with clearly defined business objectives and an analysis of the suitability of Gamification to achieve those business objectives.
  • Think of the Audience as Players not Puppets – Slapping some meaningless points, badges, and leaderboards into your event or marketing strategy does not mean that you’ll be able to get people to do what they’ve been unwilling to do before. Engage the target audience with meaningful incentives.
  • Design for Player-Centricity –The sweet spot for Gamification is where the business objectives and player objectives overlap. Gamified applications must be designed to motivate players to achieve their goals.
At its core, Gamification is about finding the fun in the things that we have to do.

Making business processes compelling by making them fun. It's about the most fascinating and coolest thing that I can think of. 


More Gamification Articles:
For information on earning a Gamification Certification for Learning, Talent Management and Organizational Development Professionals visit www.SententiaGames.com

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.

Sunday, April 24, 2016

Johnathan Peters - WHY We Play


People don't fit nicely into categories, and we're in the people business. So, what if we looked at things differently? 

Once we know why people do things, we can anticipate what they enjoy doing and what they consider fun. 

Once we know that, we can add game elements that they'll actually enjoy, that will cause them to want to play. 

Saturday, April 16, 2016

Find your personal gamification guru




A curated list of games and gamification experts that offer practical tips for your L&D needs.

Introducing new learning methods can involve an overwhelming amount of information. A Google search for gamification in business has more than 1,340,000 results.

Tuesday, March 22, 2016

Should Narrative Be a Part of EVERY Corporate Learning Program?

Imagine that you’re asked to create a training program/job aid to address quality control issues within your organization. You could start with flow charts, statistics, and time studies… OR you can create a Quest. Now every problem becomes a challenge to overcome, a mystery to be solved. The focus is on the goal and if the team works together and makes the necessary sacrifices – everyone will be able to achieve that goal.

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.
Connect with Monica on Twitter @monicacornetti or the company websitewww.monicacornetti.com or www.SententiaGames.com