Showing posts with label motivational speakers. Show all posts
Showing posts with label motivational speakers. Show all posts

Saturday, November 21, 2015

What is Your "Go To" Close?


The close of your speech or workshop is often one of the most neglected parts of your presentation, but also one of the most important. The close is your final opportunity to inspire the audience, drive an action, or change an opinion.

Based on the time left on the clock, I have a number of  "go to" closes that I choose from - all of which can be adapted to most topics.

And although I may have used client examples and a variety of design ideas throughout my presentation, during the closing minutes, I also like to bring it home by touching on my personal ties to the topic, which often helps to create a deeper audience connection.

This short video clip is from a Gamification Lunch & Learn with the Austin ATD Chapter - my local chapter where I currently serve on the board as VP of Professional Development.




The illuminator activity at the beginning of this clip is designed to show participants with a quick illustration that even when we think we’re doing our very best, we can usually do just a little bit better. This closing activity which I call Reach for the Sky, is taken from the pages of my Totally Awesome Training Activity Guidebook - Put Gamification to Work for You

Most people will forget facts and figures, but they always remember stories. And in fact, everyone loves a good story, and they will be more likely to connect with your speech if you tell a true story involving real characters. And even though I've given a similar close a hundred times, because it is true and it is personal, I still find myself getting choked up as I talk about how we rob a child's desire to learn from them.

So what is your "go to" close? I'd love to hear about it, or share a clip with us... we'd LOVE to see it!

About the Author: Monica Cornetti

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.

Wednesday, October 21, 2015

The Five Most Common Self-Limiting Beliefs

There are a set of theories that I call Monica’s Laws of the Universe. Granted, these theories are not based in science, or documented research… just behaviors and results that I observe in family, friends, clients, colleagues, and even enemies.

One of the Laws is called Greatest Fear – Greatest Success. It states that your greatest area of fear, the thing you are most afraid of, the thing that causes your hands to get clammy and shake, your heart beat faster, and your stomach churn, whatever that is … your greatest fear will be your ultimate area of success and triumph...

I believe for example that people who are terrified of getting in front of a group of people to speak really have something to say that others need to hear. Your main area of fear is more than likely the area where you are called to shine.

In every situation that you face there is a filter that frames your perception of the world and the Law of Perception says, “You do not see the world as it really is, you see it as you perceive it to be.” Have you ever found yourself in a situation where you see someone being successful in something and you say, “I could never do that?” That kind of statement is based in a habit of fear or self-limiting belief.

Although I grew up with an athletic sister, I never saw myself as an athlete. Only 18 months older than me, people often compared us and my earliest memories involve comparisons of our looks, singing talents, brains, athleticism, and weight.

I have an old black and white photo that became the main theme of my beliefs and habits that shaped my childhood, teens, and most of my adult life. It is a picture of Melanie (my sister) and me. Melanie is about 4 ½ and I am 3 years old. In the picture we are facing each other; my sister has a pink and white gingham bikini with ruffles on the butt… cute, cute, cute! I have on the ugliest navy blue tank suit you have ever seen.


The annoying thing is that my sister has no “fufu” in her at all – she could care less about those adorable ruffles on the butt. I asked my mom if I could have a cute suit like Melanie’s, and I was told that I was too “chubby” to wear a bikini that I need to cover my belly and my thighs.
So from the age of 3 all my decisions were based on the belief that I was the chubby girl and when you are the chubby girl you make decisions based on the “chubby girl factor.”
I learned that big and beautiful aren't ideas that go together. Chubby girls aren’t the most popular, don’t become cheerleaders, never date the hot guys, and aren’t as smart as the thin, pretty girls. Most of my important life decisions were based on my belief of the “chubby girl factor” – that I was not good enough, thin enough, smart enough, strong enough, or pretty enough.

I only did those things that are appropriate for chubby girls to do – play an instrument in the band, sing in the choir, become a cast member in the musicals, earn straight B’s, and serve as editor of the yearbook – all acceptable for chubby girls. I squashed many of my own desires, dreams, and ambitions because of these feelings of unworthiness.

Reality Check: Your fear or self-limiting beliefs may have nothing to do with being a chubby girl, but you've got something. Here are five of the most common self-limiting beliefs:
  1. Believing that you are not good enough to do anything. You weren't born into the right family, not the right race, not the right gender, born on the wrong side of the tracks, whatever it is; you are just not good enough to achieve anything. Maybe someone said you weren't smart enough, that you don't have special abilities or qualities, or that you just need to do the “best that you can.” If you aren't smart enough, have no special qualities, than you aren't worthy enough to achieve great things.
  2. People just don't like me. This is a big one a lot of people believe. Now I'm not talking about rude people, I'm talking about your basic nice person. This belief makes you think that no one wants to be your friend or would like you because of the flaws you have. The reality is that we all have flaws. We are all likeable. People like people who like them. To have a friend be a friend.
  3. You will be rejected. Driven by fear that people might not like what you have to say, or may object to what are asking them to do. One of the main reasons that sales people don't “ask for the sale” is because they are afraid they won't get it, they are afraid they will be told “No.” The trouble is, if you don't ask, you don't get.
  4. Something is impossible to achieve. For example, I've been told for a couple years now by people who hear me speak that I am as good as the $15,000 keynoter they saw recently. I've not yet been paid that kind of money, so evidently I'm not. It’s not that I actually believe that it is impossible to achieve, it’s just that I don't know how to make it happen, and if I don’t learn, it is impossible. The same may be true for you, you think that you can, but you don't really know how to achieve your dream, and if you don’t find out how, study with the right people, study, learn, change mindsets, etc. it will be impossible to achieve.
  5. The belief that you are destined for failure. This is one of the most damaging self-limiting beliefs that you can have, the belief that whatever they do will end up in failure. If you try, it is not going to work, so why bother. So they don't do anything beneficial or you stop half way and then ultimately you do fail. That could be why you haven’t started or put much energy into the 3 or 4 things that you know will make the difference in achieving your dreams. Perhaps you are afraid of failing, or you believe that you will fail. So, if you don't do it, then you can’t fail.
As an adult I still fight that chubby label. I often take clothes into the dressing room that are way too large, but when eyeing up the smaller sizes, my belief is that I would never fit into them. It is amazing how the faulty belief system causes you to make certain decisions such as a career choice, fees charged to clients, the friends, colleagues, and even lovers you choose.

So what is your greatest area of fear? Push through it because it may be your  ultimate area of success and triumph!

About the Author: 
Monica Cornetti
Founder and CEO, Sententia

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.

Tuesday, October 13, 2015

Gamification and Player Centric Design


In gamification design, it is important to realize that you, as a developer and/or player, have different motivations for playing than most of the people you encounter. The problem for the designer is without identifying the motivation profile of you, the designer, and anticipating different motivation profiles of potential players, the designer will not be able to identify why some people engage and others disengage.

In other words, if a gamification designer is highly motivated by one Motivator, say, Social Contact, and a player is low motivated in the same area, the designer won’t understand why the player doesn’t want to share their experience or knowledge with team members. The designer will view the player as obstinate and cantankerous, when all they really are is low motivated by Social Contact. The player doesn’t want to “play games” with other people. They’d much rather work on their own and have their own experience with the gamified process.

Here is a short video of a presentation by Jonathan Peters, PhD on the power of understanding the 16 Motivators - or Identifying the Why? in player-centric gamification design.


As you can see, a great gamification designer must identify their own motivation profile so they can anticipate what elements will be missing from their design, where disengagement is likely to happen, and where the strategy is likely to fall apart.

For instance, a designer who is average or low motivated in Expediency won’t anticipate that high motivated Expediency people will game the system. Those players will find ways to “cheat.” However, anticipating this blind spot, a designer can build “cheating” routines into the gamified processes, even reward the behavior as long as the players achieve the end goal for the activity.

The best gamification designers begin by understanding their own Motivation Profiles so that they can anticipate weaknesses in their design.

For more information on Sententia and Gamification Design please contact us at guru@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.

Friday, September 25, 2015

Gamification 101 - Slideshare Presentation


Gamification is at the beginning of what will likely become an incredibly successful industry. Organizations will seek designers to help them explore the potential of gaming technology and ideas that produce behavioral and attitudinal change in human resources, talent development, instructional design, and even employee engagement.

Humans like to play, and when there is play involved, we become clever and skillful learners. Add the word “challenge” to any activity, and watch people become intrigued.


As you define the mission, create an epic adventure, add a variety of scenarios for discovery and learning, build a game layer, and tie it all together with aesthetics and design – you’ll get first-hand experience of how gamification design is used to create change within organizations.

You’ll be 100% engaged as you experience gamification for talent development. It’s like getting a gold star for a good job… only better.






More Gamification Presentations on Slideshare.

For ideas on the power of gamification and the use of games in learning, get started with a Sententia Level 1 Gamification Certification - enrolling now for online certification.

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, September 24, 2015

John Chen - Conference Gamification – Meetings Meets Games!

Have you ever been tasked to plan a corporate or association meeting – and you struggled with how to get engagement from your attendees at meetings?

Are you tired of the same old thing and wondering how to get a younger audience interested – to attract and retain millennials and gamer profiles to your event?

John is pulling back the curtain to share with us his 17 years of corporate team building and his past 4 years of Conference Gamification experiences – so you’ll be ready to dive in to using gamification to improve networking, education and engagement for conferences from 200 to over 3,000!



EXPERIENCE JOHN AND MONICA AT THE NASAGA2015 CONFERENCE - GAMIFICATION BUZZ. More Info Here: NASAGA 2015 Conference  

About John Chen:  The CEO of Geoteaming, John is a Digital Team Building Expert. The Wiley author of 50 Digital Team Building Games, John has completed over 1,110 team building events with over 100,000 clients, and has earned the Puget Sound Business Journal’s Top 40 Entrepreneur under the Age of 40 Award, the Better Business Bureau’s Innovative Practices Award, Meeting Professionals International’s Supplier of the Year and Training Magazine’s Top Young Trainer. Connect with John (@bigkid) www.geoteaming.com NASAGA - www.nasaga.org

About Your Host:  A gamification keynote speaker and curriculum 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. Monica’s niche is gamification used in the corporate environment. Connect with Monica (@monicacornetti) www.monicacornetti.com

Wednesday, September 16, 2015

Press Release: Monica Cornetti is Once Again Ranked as the #1 Gamification Guru


Monica Cornetti the Founder and CEO of Sententia, a global consortium of gamification gurus, is ranked this month as the #1 gamification guru in the world by UK-based Leaderboarded.
AUSTIN, Texas - Sept. 15, 2015 - PRLog -- Leaderboarded’s Gamification Gurus Power 100 ranks players according to their digital impact around the topic of gamification each month. The objective of the leaderboard is to promote greater discussion of gamification by highlighting those with greatest impact on the subject.

Cornetti explained, “Fundamentally, gamification is a technique to influence and engage people to solve problems, perform certain actions, and hopefully have a little more fun while on their way to achieving workplace objectives.”

Gamification of real-world activities represents a powerful technique which can drive motivation in individuals, differentiate an organization from other similar organizations, and help generate loyalty to the organization, its products, or its message.

This isn’t the first time Cornetti has been ranked as the #1 Gamification Guru in the world. Each month UK-based Leaderboarded produces a list of the Top 100 Gamification Gurus in the world using an algorithm that calculates Klout scores, website Alexa rank, and other factors to find the most credible voices in gamification.

When asked about the importance of the ranking as #1 Cornetti replied, “At Sententia, we take the idea of gamification very seriously. Gamification is a complex process that involves multiple stages. It is necessary to understand the objectives of the organization, evaluate challenges in achieving the objectives, and to be familiar with the motivations of employees to reach the objectives.”

She continued, “We publish daily blogs, a weekly gamification talk radio program, a GamificationScope periscope network, free videos, online courses… you name it! As we continue to evangelize the Talent Development field about the power of gamification, many organizations are realizing that by adopting playful, motivational design into their training programs, they are offering employees a much more engaging learning experience. And our case studies show that Gamification is effective for instructor-led, online training, or eLearning programs.”

Cornetti smiled and added, “I've said it before and I’ll say it again… making business processes compelling by making them fun is about the most fascinating and coolest thing I can think of!”

Sententia is a global consortium of gamification professionals. As a consortium, the Sententia members have a 5-prong approach to meet the business and performance objectives of its clients that includes: Gamification Design Strategy, Process Audits, Education and Certifications, Speakers Bureau, and Off-the-Shelf Training Programs. Sententia is the ONLY organization to offer three levels of Gamification Certification for Human Resource and Talent Development professionals that is recognized and approved by HRCI, SHRM, and ATD for recertification credits.

For more ideas on leveraging the power of gamification in your organization check out the list of online and LIVE regional gamification workshops and certifications at
www.sententiagames.com.


About Sententia
Sententia is a global consortium of gamification professionals. As a consortium, the Sententia members have a 5-prong approach to meet the business and performance objectives of its clients that includes: Gamification Design Strategy, Process Audits, Education and Certifications, Speakers Bureau, and Off-the-Shelf Training Programs. We are the ONLY organization to offer three levels of Gamification Certification for Human Resource and Talent Development professionals that is recognized and approved by HRCI, SHRM, and ATD for recertification credits. Visit www.sententiagames.com for more information.

About Monica Cornetti
Monica Cornetti is a former Corporate Executive and an influential speaker, writer, and gamification expert in the Talent Development industry. She is also a consultant and has been featured on the cover of Bloomberg's BusinessWeek. Monica blogs at The Gamification Report and you can find her on twitter at @monicacornetti. She wants you and your team to have everything in the world to smile about - unabashed, confident, and tenacious. Spend just a few minutes with Monica, and see that she has the passion, dedication, commitment and knowledge to make that happen.

Media Contact:
Monica Cornetti, guru@sententiagames.com or 972-951-3314

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