The Gamification Quest: Recent Episodes

Monica Cornetti

Level Up your corporate learning and development programs, employee onboarding, training, or adult classroom with this cutting-edge strategy to motivate and engage employees, customers, and students. Hosted by Sententia Gamification, our guests include L&D Professionals, Adult Educators, and Platform Providers who give you tips, tools, and techniques to add immediately to your training, talent development leadership, and employee engagement toolbox. Put Gamification to work for you!

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Ever wondered what goes into creating an immersive learning experience? Michiel Van Eunen, who launched our first GamiCon with an unforgettable escape room, shares his wisdom in this podcast. Catch him live at GamiConATX24 where he'll lead a can't-miss session on building engaging escape rooms for education

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Explore the world of gamification with An Coppens, CEO of Gamification Nation, in an interview conducted earlier this year as part of our annual GamiCon48V (the ONLY online conference for the gamification of adult learning). An shares decades of insights, offering advice to those just starting out in gamification and game-based learning. This glimpse into her expertise previews the high-caliber speakers slated for GamiConATX24.

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In this episode, we meet Pradeep U.N., a masterful weaver of narratives and gameplay, turning organizations into vibrant ecosystems where storytelling, gamification, and social learning converge to unlock a symphony of inclusion, innovation, and purpose.

About Your Host: Monica Cornetti works with individuals and organizations like yours who want to learn how to think playfully to change behaviors and achieve objectives. A gamification speaker and designer, Monica was repeatedly rated #1 among the “Gamification Gurus Power 100” by RISE from 2015-2020, and in 2021 and 2022 was recognized as #1 in the Most Influential Women in Gamification who have created a legitimate impact in the gamification industry.

Monica is the President of Sententia, Inc. and leads the company’s education and design projects at Sententia Gamification. She is also the Gamemaster of GamiCon (annual international conferences for the gamification of learning). She is the author of the books Lipstick Lessons, What Were You Thinking?, Totally Awesome Training Activities Guide: Put Gamification to Work for You, and co-author of Deliberate Fun: A Purposeful Application of Game Mechanics to Learning Experiences.

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My guest is Artrell Williams and our topic is Taiyazukuri – A Tire Manufacturing Card Game that teaches tire manufacturing processes and terminology, fostering understanding through descriptions. It imparts Sumitomo Rubber USA’s Mission, Vision, Values, and KPI impact on business. The deck serves multiple purposes, reinforcing key concepts for SRUSA staff to grasp the value stream, communicate discrepancies, and cut manufacturing waste costs. At the GamiCon event in NOLA in September, Artrell's project was awarded the People’s Choice Award for “Low-Tech Design" – that’s quite the accomplishment to win the hearts of your peers.

Artrell Williams is a Presenter, Facilitator and Trainer with a passion for helping others grow and develop. Seeking additional opportunities for civic involvement. His areas of expertise include: Soft Skills Training, Sales and Sales Training, Customer Service Training, Coaching, Mentoring, and Humor.

About Your Host:

Monica Cornetti works with individuals and organizations like yours who want to learn how to think playfully to change behaviors and achieve objectives.

A gamification speaker and designer, Monica was repeatedly rated #1 among the “Gamification Gurus Power 100” by RISE from 2015-2020, and in 2021 and 2022 was recognized as #1 in the Most Influential Women in Gamification who have created a legitimate impact in the gamification industry.

Monica is the President of Sententia, Inc. and leads the company’s education and design projects at Sententia Gamification. She is also the Gamemaster of GamiCon (annual international conferences for the gamification of learning).

She is the author of the books Lipstick Lessons, What Were You Thinking?, Totally Awesome Training Activities Guide: Put Gamification to Work for You, and co-author of Deliberate Fun: A Purposeful Application of Game Mechanics to Learning Experiences.

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My guests are Jamie Phillips, Celia Sellers, and Rebecca Arnett, and our topic is Creating a Cyber Security Escape Room.

In this innovative Cyber Security Escape Room event, participants raced against time to thwart a hacker using social engineering, phishing, malware, and more. Designed for the curious, puzzle-loving, adventurous, and competitive, this team-based challenge involved solving 15 cybersecurity puzzles. It encouraged team building and social interaction, with participants either forming groups or being assigned to teams. Key game mechanics included achievement rewards like stickers and photos, advance priming through storytelling videos, communal discoveries, puzzle guessing, unlocking sequences, and strategic use of hints. The fastest team earned recognition and a certificate. The goal was to reinforce training on critical human risks in cybersecurity.

Host: Monica Cornetti works with individuals and organizations like yours who want to learn how to think playfully to change behaviors and achieve objectives.

A gamification speaker and designer, Monica was repeatedly rated #1 among the “Gamification Gurus Power 100” by RISE from 2015-2020, and in 2021 and 2022 was recognized as #1 in the Most Influential Women in Gamification who have created a legitimate impact in the gamification industry.

Monica is the President of Sententia, Inc. and leads the company’s education and design projects at Sententia Gamification. She is also the Gamemaster of GamiCon (annual international conferences for the gamification of learning).

She is the author of the books Lipstick Lessons, What Were You Thinking?, Totally Awesome Training Activities Guide: Put Gamification to Work for You, and co-author of Deliberate Fun: A Purposeful Application of Game Mechanics to Learning Experiences.

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My guests are Jordan Dyson and Scott Provence and topic is their internationally award-winning project called Walk With Me.

A wealth management firm was looking for ways to improve their organizational culture and address risks of declining client-service quality. Jordan and Scott created a two-step, game-based solution for this client: first, employees played a turn-based conversation game with an AI-powered chatbot that and then attended a live 50-minute debrief session where they learned about key empathetic behaviors, discussed their experiences. The program results showed double-digit improvement in evidence-based empathizing skills and participant mindset. Not only were employees exhibiting more empathetic behaviors in conversation, but their beliefs around their potential to enhance these abilities also saw measurable improvement over the course of the program. About Your

Host: Monica Cornetti works with individuals and organizations like yours who want to learn how to think playfully to change behaviors and achieve objectives.

A gamification speaker and designer, Monica was repeatedly rated #1 among the “Gamification Gurus Power 100” by RISE from 2015-2020, and in 2021 and 2022 was recognized as #1 in the Most Influential Women in Gamification who have created a legitimate impact in the gamification industry.

Monica is the President of Sententia, Inc. and leads the company’s education and design projects at Sententia Gamification. She is also the Gamemaster of GamiCon (annual international conferences for the gamification of learning).

She is the author of the books Lipstick Lessons, What Were You Thinking?, Totally Awesome Training Activities Guide: Put Gamification to Work for You, and co-author of Deliberate Fun: A Purposeful Application of Game Mechanics to Learning Experiences.

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My guests are Bret Wardle and Michael Hyzy, and our topic is their book titled, Gamification for Product Excellence.

After years of leading product strategy, management, and development, Mike realized gamification could be the ultimate game-changer for creating engaging products. Seeing an opportunity to share this powerful concept, he channeled his insights into his first book, Gamification for Product Excellence.

Based in Salt Lake City, Utah, Bret is a seasoned Game/Software professional with over 15 years of experience in crafting immersive games, innovative software, and user-friendly apps. His passion lies in bridging the realms of design psychology in both gaming and software landscapes.

About Your Host:

Monica Cornetti works with individuals and organizations like yours who want to learn how to think playfully to change behaviors and achieve objectives.

A gamification speaker and designer, Monica was repeatedly rated #1 among the “Gamification Gurus Power 100” by RISE from 2015-2020, and in 2021 and 2022 was recognized as #1 in the Most Influential Women in Gamification who have created a legitimate impact in the gamification industry.

Monica is the President of Sententia, Inc. and leads the company’s education and design projects at Sententia Gamification. She is also the Gamemaster of GamiCon (annual international conferences for the gamification of learning).

She is the author of the books Lipstick Lessons, What Were You Thinking?, Totally Awesome Training Activities Guide: Put Gamification to Work for You, and co-author of Deliberate Fun: A Purposeful Application of Game Mechanics to Learning Experiences.

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Bernardo Letayf and Roman Rackwitz are renowned gamification experts on the cutting edge of innovation with their latest project, TABI. With a passion for merging gaming principles with various fields, they bring extensive expertise to the world of technology and engagement. TABI, their groundbreaking software, promises to revolutionize user experiences, education, and employee motivation. Through gamified solutions, Rackwitz and Letayf aim to enhance engagement and productivity in diverse domains. Their podcast interview offers valuable insights into their visionary work, shedding light on how TABI is poised to reshape the way we interact with technology and engage with content.

Hosted by Monica Cornetti:

  • Monica works with individuals and organizations like yours who want to learn how to think playfully to change behaviors and achieve objectives.
  • She is the President of Sententia, Inc. and leads the company’s education and design projects at Sententia Gamification. She is also the Gamemaster of GamiCon (annual international conferences for the gamification of learning).
  • Monica is the author of the books Lipstick Lessons; What Were You Thinking?; Totally Awesome Training Activities Guide: Put Gamification to Work for You; and co-author of Deliberate Fun: A Purposeful Application of Game Mechanics to Learning Experiences.
  • Monica is hired for her skill as a gamification speaker and strategist and she and her company Sententia Gamification are considered at the top of the field in gamified and game-based learning design for corporate training and adult education.

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In the case of the project that is the topic of today’s podcast, Jim Piechocki woke up a dreadfully dull IT classification process training with a post-apocalyptic superhero story he had pitched years ago to Marvel about The Technicals, an alien race that takes over and outsources Earth. The gameplay: You must learn how to create a keyword class to rescue Amazon and save the planet.

About our Guest:

Jim is a member of a small but growing breed of ATD-licensed developers who start with the acting talent, the humor, the broadcast-quality imagery, and entertainment value. He worked as a gag-writer for comic Tim Allen in Detroit, who taught him how to pare down physical comedy and dialog for maximum impact. His writing teachers Harlan Ellison and Walter Hill (The Terminator, 48 Hours) drilled into him the importance of getting it right in the first draft. Working on staff for Filmation on the He-Man and The Masters of the Universe cartoon TV series, he learned the writer actually directs the animation. And he has found that everything from Greek, Roman, Viking and Indian mythology, can provide ongoing inspiration for gamified learning.

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Walt Disney assembled a new category of designers, engineers, and artisans called Imagineers. These daring creators continue to balance their technical design chops with imagination, storytelling, and insatiable curiosity. Their blue-sky thinking has resulted in parks, shows, rides, cruise ships, and resorts that don’t just contain stories like a stage in a theater but actively tell those stories. Not a bad goal for your next training program. How can you use the imagineering pyramid in your course design and delivery?

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As part of a bigger effort to offer an asynchronous, summer faculty development program, the Center for Instructional Innovation at Augusta University developed a 2-part, 6-week program on Multimedia and Motivation in Student Learning. The first half of the program was a 3-week course on the Science of Motivation and Game-Based Learning. The course was NASCAR or stock car race themed with 68 faculty members being divided into “pit crews” of 5 members. Each week (lap) presented the Pit Crews with content and “driving missions” that supported broader learning objectives.

About our Guest:

**Jeff Mastromonico** has been teaching, developing multimedia, and working in instructional design in the higher ed space for over 20 years. He currently is the Director of the Center for Instructional Innovation at Augusta University in Augusta, Georgia. He has a Masters of Education in Educational Technology from the University of South Carolina and a second-level certification in Gamification from Sententia.

**Lynsey Steinberg** is one of the 300 board-certified medical illustrators. Lynsey graduated with a Bachelors of Fine Arts from the Savannah College of Art and Design with a Masters of Science degree from the Medical College of Georgia and earned her board certification in 2016. Lynsey has been able to experience hands-on surgery in the operating room, develop virtual reality, 3D printing, animation, gamification, and graphic design while working directly with students, faculty, and staff. As a team member, she believes in creating engaging work with a passion for creative problem solving through collaboration, inspiration, and innovation.

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Paycor wanted an exciting experience to enhance their new hire program. Tracey created a wildly popular escape room game to review their day’s content and promote teamwork.

Her first version was an in-person pop-up escape room but when COVID hit, she had to pivot to rethink and redesign it to be a virtual escape room but preserve the most fun parts.

About our Guest:

Tracey Stokely is the principal instructional designer at Paycor in Cincinnati, Ohio. Paycor is an HR technology company that provides business leaders with the HCM software tools, expert advice, and responsive service so they can make a difference in their organizations. She specializes in eLearning design and development. Tracey’s learning and development experience includes the software, contact center, and electronics industries.

Tracey is a member of the Learning Guild, won Best Mobile Solution at DemoFest at the 2019 DevLearn Conference, and has been a speaker at several conferences.

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With the pandemic, facilitator-led corporate training was pushed to virtual platforms and many companies and freelances were not equipped to deliver experiential learning online.

Gaminar.net is a platform that enables educators to deliver serious games involving business and soft skills simulations online providing a seamless experience both for Facilitators and Participants.

Gaminar.net now has over 800 users who deliver their gaminars/simulations to their clients taking their virtual sessions to a higher level of engagement and training effectiveness.

About our guest:

Fernando Mendes is a highly motivated and enthusiastic learning and development professional with over 20 years of experience in Organizational Development projects across Africa, North America, Europe, and the UAE.

Passionate about learning, he is the author of the book Start IUPI, a manual for teachers and parents on how to leverage entrepreneurial skills using simple and pragmatic games and exercises.

He is a trained standup comedian, and he brings his art of storytelling and performing into his training sessions, thereby making the sessions highly interactive and enabling higher learning retention.

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Many GamiCon participants care about awards and would like to have the prestige that comes with winning an award. But how do you know if your gamified learning solution is award-worthy?

How do you articulate the value your solution(s) delivered to the organization? Can you describe the problem your training solution helped solve?

Our panel of judges is also award-winning designers who will share their secret sauce for success with you!

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A Player Journey can be used to guide players towards specific goals and deciding which journey you want to send players on is only the start.

Let’s look deeper into what Player Journey can help you to achieve. The player journey is supposed to be fun, but for it to be fun it must be planned.

A good journey will have twists and turns, BUT can you go overboard?

Create, test, and review your player journey. Try your hand at creating a chatbot? Bring it on!

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How can you use a motivation driver’s perspective to test your game designs in a more integrative way?

Step 1: Be aware of and consider the complexity of the mind of your user. What moves, excites, and challenges your players while they’re inside your system?

Check the different qualities of how your player feels and thinks while playing. Playtest your prototypes so that you can iterate and make the best of your learners’ motivational drivers for your design!

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Ever wonder why genius supervillains fail to take over the world? In this session, use game-play and business-based research to accomplish your own version of world domination.

More than just a hands-on learning session, this playshop will also give you ready-to-deploy tools you can use to set and achieve actual business goals within your teams and your organization. Through case studies and interactive exercises, award-winning trainer Scott Provence will show you how you too can take over the world.

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Including compelling characters in your games creates opportunities for fostering a sense of connection, empathy, ownership, and meaning for learners while they experience the narrative you designed.

Learn how characters contribute to your games. Build a character with their own physical, social, and psychological blueprint and then build the structure for a narrative based on what drives that character. Play with examples of how to incorporate and use characters in games and other gamified experiences.

About our guest:

Hadiya Nuriddin has two decades of experience in learning strategy, instructional design, eLearning development, and facilitation. She worked in corporate learning before choosing to found her firm, Duets Learning, where she's worked with a wide array of companies on a variety of topics. She speaks at events and industry conferences and travels teaching courses for the Association for Talent Development (ATD). Hadiya holds an MEd in curriculum studies, an MA in writing, and the Certified Professional in Talent Development (CPTD) designation. She is the author of the book StoryTraining: Selecting and Shaping Stories That Connect, published by ATD.

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A client asked Mahesh Joshi if he could gamify a one-day seminar to generate greater interest in the material. The resultant product is a card game—BiggieBills—is a patented, interactive, and dynamic strategic thinking game. In this episode, Mahesh and Monica walk through the process from the first request to the implementation of the gamified program and iterations along the way.

About our guest:

Mahesh P. Joshi is an academic, an entrepreneur, and a consultant. He was the founding Director of the Center for Innovation and Entrepreneurship at the School of Business, George Mason University. Currently, he is an Associate Professor of Global Strategy and Entrepreneurship, the School of Business, George Mason University.

He is also the President of Joshi International, Inc., a consulting firm that provides strategic and entrepreneurial advice to clients. As an entrepreneur, he launched his first business in 1994, and since then has been involved in more than 10 startups. Recently he has launched a new venture with a vision to improve strategic thinking across corporations through the creation of a patented and interactive digital strategic thinking system through gamification (https://biggiebills.com/).

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And our topic today is centered on highly engaging and effective projects that Deirdre and her team have created for clients. We’re going to explore together - How Scenario-Based Learning and Gamification are Great Partners for High Impact Learning.

About Our Guest:

In 2014, Deidre established Game2Change Consulting Services to bring gaming, play, and experiential learning to the changing workforce. Since its inception, Game2Change has pioneered a new methodology in change and learning across multiple and diverse teams in South Africa;

Her current focus is to continually learn, improve, and innovate her current foundation; thereby contributing towards equipping the South African and African workforce to adapt and thrive in the Fourth Industrial Revolution.

The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.

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Covid-19 brought tremendous disruption to the world of physical corporate training. Jimbo Clark tells us how he took a course that required participants to construct a physical box, and pivoted it to being a digital experience that was just as engaging. He shares lessons learned from this experience so you can avoid going through the same growing pains.

About our guest:

Jimbo Clark is the founder of InnoGreat, a consulting firm which focuses on creativity and innovation in the decision-making process. He helps leadership teams and organizations solve challenging situations with improved thinking aligned to a shared vision of the future.

Jimbo has worked with more than 40 Fortune 500 companies in more than 25 countries. He has trained and certified 200 facilitators in his methodology, and is equally capable in face to face or virtual delivery.

Jimbo is the creator of Thinking in and Out of the Box, a mindset improvement tool used around the world to increase creativity, empathy and inclusion. He is also co-founder of Brains on the Beach with whom he co-created the ClockWise creative innovation methodology.

The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.

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An international classroom teacher of many years, Eric Nelson joins us to explore how gamification can be used to tackle tricky classroom problems, create alternates to traditional letter grades, and assess content mastery in new ways. Monica and Eric tackle the unique challenges facing teachers in the age of Covid, and how gamification can ease some of these growing pains.

About our guest:

Eric Nelson has a Masters degree in Marine science from the university of Miami, and another in Science Education from the University of Iowa. He was a teacher at the Disney planned community of Celebration, where he was named Teacher of the Year, and helped with the creation of Animal Kingdom. He has taught for a total of 26 year in countries such as The Marshall Islands, Taiwan, India, Korea, and Vietnam. He is the founder of The Gamification Schoolhouse, which creates gamified classroom curriculum, and offers training and mentorship programs.

The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.

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Tim Dickerson is like many Sententia learners (roughly 50% if you want a number), he ended up in instructional design by happenstance more than choice. In this episode Monica and Tim talk about what particular gems of gamification wisdom were the most meaningful to him, and why you should rush to failure as fast as possible.

About our guest:

Tim Dickerson has been in the instructional designer
for Karmak, Inc. for just over 4 years. Tim started at
Karmak in July 2005. Previously to joining Karmak’s
eLearning team, Tim worked as an implementation
specialist, application specialist, and partner solution
specialists. Tim has always enjoyed when his previous
positions involved educating either coworkers or
customers. Tim mixes his real-life experience, from
previous positions with the instructional design
methods he is learning and adapting now, to create
learning that empowers, instructs, and connects with
learners.

The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.

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Our topic today is centered on what Richard and eLearning Brothers do best - Help You to Become an eLearning ROCKSTAR™ - help you build content that is engaging, interactive, and inspiring.

You can see an example of ROCKSTAR eLearning if you download the case study that accompanies this podcast at thegamificationquest.com Gamified Workplace Safety & Emergency Training. Team members report that the new approach to training is the most fun compliance training they have ever completed and they appreciate the option to review full resources only for sections they were unfamiliar with, which streamlined training time—keeping the team member engaged and moving through the training.

About our guest:

Richard Vass is the VP of Customer Success at eLearning Brothers. He is a dynamic, experienced consultant and professional facilitator with over 25 years in the field of human performance and development. As co-founder and director of customer experience at eLearning Brothers, Richard has forged relationships with leaders in the field of professional learning services and has provided significant contributions to an impressive list of clients. In 2008 Richard was recognized by the Association of Talent Development (ATD) as a Certified Professional in Learning and Performance.

The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.

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Use the Game Based Learning Design Wheel, which combines the scientific principles of learning theories, game design, and theories of motivation and behavior into a practical model to design gamification solutions that contribute to learning. Developed by Living Story and used for years to design serious games for learning, Michiel and Karen will take you through the process of making your own serious game or gamification for your adult education or corporate training program in 9 clear steps.

Want to know more about the Game Based Learning Design Wheel?

About our guests:

Michiel van Eunen | Experience Designer

Seasoned player in the field of gamification & game-based learning. Since running his first project (The Hunt) in 2003, he made and played over 50 different formats with thousands of people, groups, teams and companies worldwide. Ranging from serious games to escape rooms, Michiel loves to design games that use the immense power of play in the real world. He has the privilege witnessing tons of teams playing games and he loves to inspire others with what he learned from that.

Karen Sikkema | Game-Based Learning Expert

Karen is experience designer, escape room designer and gamification designer for cultural heritage. She specializes in game-based learning and developed the Game-based Learning Design Wheel.

After working as a consultant and innovation manager, she joined Living Story 12 years ago and gained an enormous amount of experience in entrepreneurship, game design and gamification.

The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.

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Gamification designs for learning should use the full potential of feedback rules and feedback loops for engagement. Feedback is a key aspect in game design, not just to direct behavior, but also to give discernable cues to the players on their performance and aspects to improve. A good gamification design knows how to nudge behavior, but a great gamification design creates meaningful learning cycles that engage through the use of multiple feedback rules. These feedback systems can create loops that accrue power or knowledge and that can relate to meaningful rewards or game outcomes. Learning how to design this feedback loop improves the learning curve of your players in a meaningful way.

About our guest:

Javier Velasquez studied Literature and a Master's in Literature at Universidad de los Andes in Colombia. His professional studies helped him understand how to analyze media in a systemic way, as his main concerns were interdisciplinary studies. Since 2012 he shifted towards game design and founded a board game publisher, Azahar Games. In 2013 he assisted the GSummit and started making research on game design and gamification. Alongside his sister, Ana María Velasquez, a PhD in Human Development and Motivation, they started working on a Gamification framework (BEM) that used the idea of feedback and intrinsic motivation in its core. This framework has been validated in different fields, like innovation, human resources, loyalty campaigns, and specially in education, which is a big part of their intrinsic motivation. Javier sees Gamification not as a tool of design, but as a field with paradigms and objects of study that go beyond the use of standardized mechanics.

The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.

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Why is a well crafted player journey such an essential part of gamified instruction? Bernardo is joining us today to promote his workshop that he will be giving at Gamicon 2020 about player journey creation. Learn how a well crafted player journey will reward mastery, as well as how critical it is to balance an extrinsic rewards system. Should everyone get a trophy?

About our guest: Bernardo is a gamification expert, trainer, and international speaker with a specialty in Web and UX design/development. He was inspired to create the BLUErabbit educational platform by his own negative experiences as a student and a belief that every learner in the world deserves better. His mission is to transform education because he believes that it is overdue for an evolution. "Passing a class isn't learning"

The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.

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Our topic today is: Practice Self-Gamification or we could turn that title into How to Play the “Turn Your Life into Fun Games” Game

You are going to appreciate the program today as you learn how and why to turn your life into a game. Why would you do that?

One reasons to turn any project into a game is that when you no longer focus on upsets and complaints, you save an enormous amount of time.

About Our Guest: Victoria is a writer, instructor, and consultant with a background in semiconductor physics, electronic engineering (with a Ph.D.), information technology, and business development.

While being a non-gamer, Victoria came up with the term Self-Gamification, a gameful and playful self-help approach bringing anthropology, kaizen, and gamification-based methods together to increase the quality of life.

She approaches all areas of her life this way. Due to the fun she has, while turning everything in her life into games, she intends never to stop designing and playing them.

The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.

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An art history course developed for Alverno College based on a challenge to save art works of five ancient cultures from oblivion and thereby save the memory of those cultures.

About Our Guest: Marilyn Zwissler started out as a product trainer, found out it was a profession, and is now a performance improvement professional. Along the way, she earned her Master’s Degree in Organizational Development and is a certified Learning and Development Professional (CPLP). Games and how people learn through experience has always intrigued her. Last year she graduated from Sententia’s Journeyman program and started an online course program for Alverno College based on a game concept. She calls her course The Great Art Quest.

The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.

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Gamicon head judge Jean Marrapodi walks us through the Gamicon Project Throwdown competition, the creation of a comprehensive rubric for that competition, and the difference that it made.

We explore questions like "how should instructional designers be judged?", "Who should be doing the judging?", and "What makes gamified learning objectively good?".

About our guest: Jean is a pioneering problem solver. With 20+ years’ experience in corporate training in retail, banking, print, non-profits and healthcare, followed by 5 in higher education, she worked to bring innovation to each organization, shifting paradigms and transforming learning methodologies. In her current role at MassMutual, she works with financial literacy education for the Society of Grownups. Additionally, she does consulting as the Chief Learning Architect at Applestar Productions, providing targeted E-learning and custom workshops for her clients. Jean led the award-winning eLearning team at New England College of Business, where she continues to teach in the graduate programs. In 2016, she was honored to be named a Guild Master by the eLearning Guild.

Jean has a PhD in Adult Education, a Masters Degree in Online Instructional Design and is a Certified Professional in Learning and Performance, ATD’s highest credential, and most recently, received the prestigious Sententia Gamification Level 3 Master Craftsman designation. She is a frequent conference presenter, having presented workshops in training, instructional design, E-learning and low literacy learning at the international, national, regional levels. She lives outside of Boston with three cats and a persnickity pooch named Arthur.

The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.

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Hacker’s Mind by Elevate Security gamifies the security training process resulting in employees who understand their importance in securing your organization. Turn every employee into a security superhero, and equip the organization to succeed against today’s people-centered risk.

About Masha Sedova: Masha Sedova is an industry-recognized people-security expert, speaker and trainer focused on engaging people to be key elements of secure organizations. She is the Co-Founder of Elevate Security, delivering the first people-centric security platform that leverages behavioral-science to transform employees into security super-humans. Before Elevate Security, Sedova was a Security Executive at Salesforce where she built and led the security engagement team focused on improving the security mindset of employees, partners and customers. In addition, Sedova has been a member of the board of directors for the National Cyber Security Alliance and a regular presenter at conferences such as Black Hat, RSA, ISSA, Enigma and SANS.

LinkedIN: https://www.linkedin.com/company/elevate-security

Twitter: @hello_elevate

The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.

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Informational webinars, attract people who are either moderately curious about something that you're offering; wondering if you'll be able to meet their needs.

If you're in HR, Corporate Training, or a Teacher, webinars offer an inexpensive (free) alternative to live, instructor-led sessions. If you are a business owner or a marketer. webinars are an effective way for you to get publicity and increase sales.

With the tips and techniques you'll learn in this podcast, you'll be able to add some fun challenges and rewards to keep your audience engaged with simple gamification techniques you can start to use today!

Check out and download the free case study at www.TheGamificationQuest.com (3/20/2020 episode).

The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us)

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Tiffany & Co. needed to train security officers to follow an important process when they suspect someone of shoplifting.

The target audience rarely actually encounters a situation that allows them to apprehend a shoplifter. They must remember and apply Tiffany’s Five Elements of Proof EXACTLY or risk a public relations catastrophe.

Tiffany and Co. went to Artisan eLearning to create something memorable and challenging for their learners… and the idea for Catch It was formed.

Amy Morrisey is the President of Artisan E-Learning and serves as Sales & Marketing Manager.

As President, she stays focused on maintaining the high standards their clients have grown to expect. She believes that “staying close to our clients, our people, and our work is a smart way to do that.”

One of her favorite things to do in the e-learning world is to jump in with a client to write a storyboard that is creative and application-based.

Before working with Artisan, Amy spent 17 years in corporate training and development predominantly teaching leadership development and coaching teams and executives.

She currently serves on the board of ATD Detroit.

Connect with Amy on LinkedIn: https://www.linkedin.com/in/amymorrisey/

The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us)

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If you go to our podcast website – www.TheGamifictionQuest.com – you can see the case study that we created around Scott’s award-winning gamification project.

We've also included the slide deck from his GamiCon19 (www.GamiCon.us) Barebones Storytelling that we’re revisiting in this episode. If you were not at GamiCon19 you’ll be sorry you missed this session – if you were there – enjoy it again as we review the premise and content.

About Scott: Scott Provence is an Instructional Designer and Technical Writer who specializes in game-based training. His print, instructor-led, and web-based curricula have been delivered across the U.S. and Canada, in partnership with over 5,000 organizations. Most recently, he has designed training for sales and customer service staff who received multiple industry awards for their work.

Scott received an MA in English and an MFA in Creative Writing from the University of Washington, where he was a Nelson Bentley Fellow and Pushcart Prize nominee. In 2019, Scott won Training Magazine’s award for Excellence in No-Tech or Low-Tech Gamification Design.

Scott enjoys working with teams at any stage and budget to create measurable and engaging training solutions. Check out examples of his work, and receive free training resources, at www.scottprovence.com.

The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us)

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The Company provides online training for its global sales and technical staff.

Training a global workforce presents several problems. Sales and technical both need product training, but while their needs differ, there is a significant overlap that blurs the boundaries. The common solution is to create different training for each group, but this is inefficient, and many employees find the need to train in both. In addition, regional differences tend to be ignored in order to meet training deadlines.

This project addresses the problem of training two different yet closely aligned groups while dealing with global differences. Adopting an adaptive design for training allowed the Company to successfully address these issues.

About Domenic Caloia: A Senior Learning Developer at Johnson Controls and a learning strategist. For the past several years Mr. Caloia has been presenting at learning and development conferences on innovative solutions that include Simulating xAPI without a Learning Record Store, Designing for the Millennial Learner, and Adaptive Design for Personalized Learning.

Domenic’s current passion is empowering the learner as online learning becomes increasingly automated. Mr. Caloia has been successfully designing adaptive courses, providing personalized learning to diverse audiences. His unique approach based on Learner Intelligence does not require AI. Now designers can quickly create personalized learning experiences.

Website: www.LearnerIntelligence.org

The Gamification Quest Podcast Host is Monica Cornetti, CEO of Sententia Gamification (www.SententiaGamification.com)and Gamemaster of GamiCon - The Conference for the Gamification of Learning (www.GamiCon.us)

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A Colombian bank wanted to test drive gamification to transform their digital culture within the organization.The bank is betting towards its digital portfolio, but its own employees rely too much on cash for their daily transactions. A gamified app was developed centered around an evil anonymous organization (Cash Inc), which used cash to stop the development of the country. To defeat Cash Inc, players must pass several challenges that involve learning to use the Bank's digital portfolio, avoid using ATMs, and pressure nearby commerce to start accepting digital means of payment. About Javier Velasquez: Co-founder of Azahar Games and Free to Play, Javier specializes in the design of board games and serious board games, which allows him to tap into game design principles for multiplayer experiences and resource management. As a gamification consultant, Javier has developed the BEM The Gamification Quest Podcast Host is Monica Cornetti, CEO of Sententia Gamification (www.SententiaGamification.com)and Gamemaster of GamiCon - The Conference for the Gamification of Learning (www.GamiCon.us)gamification framework, which allows him to think and study game engagement from the perspective of different psychological theories around motivation and learning. Website: http://www.f2p.co The Gamification Quest Podcast Host is Monica Cornetti, CEO of Sententia Gamification (www.SententiaGamification.com)and Gamemaster of GamiCon - The Conference for the Gamification of Learning (www.GamiCon.us)

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John Chen is a Digital Team Building Expert.

He is the CEO of Geoteaming specializing in corporate team building and leadership programs that use technology and adventure, and the Wiley author of "50 Digital Team Building Games”. John has completed over 1,110 team building events with over 100,000 clients.

GamiCon 2019 will be held in New Orleans, LA on September 15-17, 2019. This year's conference will culminate with a combined Geoteaming event with the TechLearn19 participants for a team building and networking adventure in the city of New Orleans.

www.GamiCon.us

The Gamification Quest Podcast Host is Monica Cornetti, CEO of Sententia Gamification (www.SententiaGamification.com)and Gamemaster of GamiCon - The Conference for the Gamification of Learning (www.GamiCon.us)

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Sue Bohle is the Executive Director of the Serious Play Conference

  • Montreal July 9-12, 2019
  • Orlando July 23-26, 2019

The Serious Play Conference is the leadership gathering for thought leaders in game-based learning, and is the only conference that covers all market sectors – corporate, healthcare, education, government, military, museums and other application areas.

As Executive Director, Sue has become a recognized expert on trends and the worldwide market for game-based learning, research and training.

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The art history survey course has been recognized as problematic with regard to its lack of innovation and adaptation to educational trends and the evolving landscape of college-level learners.

While Yavelberg’s recent dissertation provided broad insight into the faculty perceptions of the course and its outcomes, there has been little effort to gain a researched perception of the course by students. The researches wanted to know: what type of game will students create that satisfies student desires for engagement and instructor demands for improved learning outcomes? What insight will this process provide us about our students in the art history survey class? The study did allow great insight into student perceptions and the challenges of educational game design for individuals who have experience with traditional games. www.arthistorysurvey.com The Gamification Quest Podcast Host is Monica Cornetti, CEO of Sententia Gamification (www.SententiaGamification.com)and Gamemaster of GamiCon - The Conference for the Gamification of Learning (www.GamiCon.us)

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What can the grotesque, monstrous, and even alien creatures found lurking in an extraordinary range of literature across many centuries reveal about the different ways humans have imagined what it means to be human?

This online, full semester literature course was designed in collaboration by artist Matt Rockman, and Sententia Gamification Journeymen Certified Brown University Professor of English Jim Egan and Instructional Designer Naomi Pariseault.

Join us to explore this gamification case study and hear from the creators about their design. They will share insights and answer questions about their highly successful gamified undergraduate course at Brown University titled “Fantastic Places, Unhuman Humans.”

You will lean how this talented trio mastered techniques to the challenges of:

  • How can you immerse someone into an online gamified experience higher-ed course?
  • What was your design process and considerations?
  • What game mechanics did you choose and why?
  • How did you make your many user experience/user interface design decisions?

Originally created for Brown University students and, later, for Edx, this course will inspire people to experiment with gamification in learning environments that remain relatively untouched by gamification

Watch the Edx Trailer here: https://www.edx.org/course/fantastic-places-unhuman-humans-exploring-humanity-through-literature

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Founded in 1981, CFMA is the only organization dedicated to bringing together construction financial professionals and their partners serving their unique needs. CFMA serves more than 8,900 members via 98 chapters located throughout the US and Canada. The construction industry faces ever changing challenges such as regulations, competition, labor shortages, and new technology. CFMA members needed an engaging way to interact with each other, gain new knowledge/ideas, and learn to better communicate their ideas to their CEOs. The CFM Challenge, a tabletop board game, was created in response to that need and debuted at CFMA's Annual Conference and Exhibition in 2018.

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A leading insurance company, located globally, with more than 700 workers at HQ and more than 1000 at agency, wanted to increase the quality of file process, with less complaints regarding the benefits and solving time for each case.

The answer was a gamified web-based program with Chinese Dragon Boats collaborative quests and challenges. 

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Match-A-Mo Learner Persona Game

The Sententia team developed this 2-minute game to playfully learn how to match mechanics to a learner persona.

As part of marketing and branding campaign for GamiCon19, the game premiered at the Training Magazine 2019 Conference and Expo, in Orlando, Florida in February 2019.

Sententia Gamification hosted a Gamification Booth so that Expo attendees could play and learn more about the fundamentals of gamification design for learning.

Watch the Video

Download and Play the Match-a-Mo Game

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A program launched by Confecámaras, the guild of Chambers of Commerce of Colombia and Colciencias, the state agency for the promotion of innovation in the country. The objective was to increase the level of innovation among companies in Colombia – to help more than 1,000 Subject Matter Experts in 14 cities in Colombia to adopt innovation practices.

WakeUpBrain was selected as the main methodology for the program.

Using a six-step process called MACROS to innovate, based on design thinking. With a set of games for each step of MACROS in order to get fast and structured results, all games use the same set of cards (WakeUpBrain Game) and the MACROS guide, along with gamified management, based on the WakeUpCulture model of four player styles.

www.WakeUpBrain.com

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With over 5000 front end documents in their EDMS, Vitalant was seeking a way to create a meaningful and engaging training to support their staff to help them to know quickly and easily where to go to find the information they need to do their jobs.

As revisions to procedures are continually happening, the company places high importance on where to find the answer and not on if you know the answer.

This virtual EDMS Escape Room, developed using Articulate Storyline 360, allowed the user 25 minutes to complete, with as many attempts as needed.

Read the Case Study and see the results at: The Gamification Quest

Try it now… follow the link below to test your skill at escaping from the EDMS Escape Room:
https://360.articulate.com/review/content/4519d808-de8b-4b5c-9080-08a2f357e102/review

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Pentaquest, led by Kerstin Oberprieler, worked with an Australian Government Department to implement gamification with the objective of increasing their employees' engagement with professional development.

Like many government agencies, this department was seeking a mechanism to shift their culture to one that more collaborative in nature and focused on professional development. A culture where individual activities and goals are clearly linked to broader organizational priorities and strategies.

Their question, "How do we empower and motivate staff to improve the quality and quantity of performance feedback, engage in positive management practices and take responsibility for continuous professional development?”

Rev was developed in response to that question, and was recognized as a Training Magazine Award finalist for Excellence in eLearning or Web-Based Gamification Design at GamiCon 2018.

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According to the National Association for Music Education, over 50% of students quit their school’s music program after 1-2 years of starting. Among the key reasons given is the fact that teachers do not provide enough opportunities for engagement and fun with the content.

A public school teacher was looking for a way to drive down these dropout rates, while breathing new life into abstract musical concepts.

The result was a bite-sized lesson on musical rhythm, paired with a quirky, choose-your-own-adventure narrative.

While built for a grade-school audience, this gamified microlearning has potential for adult audiences as well.

Play Mission: Uncountable NOW

Download the Mission: Uncountable Case Study

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At the Academy for Professional Excellence, a program of the San Diego State University School of Social Work their purpose is to revolutionize the way people work to ensure the world is a healthier place. They provide exceptional learning and development experiences for the transformation of individuals, organizations and communities.

Child protection is extremely complex work as social workers manage the needs of the families they encounter every day, as well as a set of uncertain policies and often competing community priorities. There is often a barrage of system improvements all driven by well-meaning politicians, community stakeholders and government agencies with very little guidance.

This backdrop makes it difficult to make impactful learning experiences.

In response to the need for quality and accessible professional development, Ventura County embarked on a practice improvement using a set of skills and strategies named Safety Organized Practice. At the same time the State of California was endeavoring to develop a unified framework for practice in child welfare across all 58 counties.

Ventura asked the Academy to develop an innovative learning experience for their staff that help them integrate the two practice strategies in a seamless manner.

This game was developed to advance the Academy’s vision for excellence by Amy Jaffe, Laurel Rohlf, and Valarie Ryan

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Discussion Hero is a gamified discussion board where students become heroes and villains in a tough, yet still respectful, battle of ideas. This puts the debate aspect of discussions boards front and center by giving students an understanding of what is expected of them in a creative and entertaining way.

Northwestern University School of Professional Studies students are part of a unique and distinguished university community. They learn in a supportive, collaborative environment in courses — offered online and in the evenings on Northwestern's Chicago and Evanston campuses — that enable them to balance their personal and professional lives with the pursuit of learning. Classes in SPS degree and certificate programs are taught by some of the university's most respected and talented teachers — scholars and professionals who value the diversity, energy and creativity of our students.

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The Consumer Finance Protection Bureau created the Misadventures in Money Management (MiMM) education program to improve the financial readiness of young servicemembers by providing “just enough, just in time” education. The content is focused on consumer financial protection topics that will be of most concern to them when they enter the Service, and very early in their military service. This program educates and empowers servicemembers and their families to make better decisions regarding consumer financial products and services.

Misadventures in Money Management was selected in 2018 for the Training Magazine Award in Excellence in eLearning or Web-Based Gamification Design at GamiCon.

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I’ve invited Rob to be our guest on the program today, because he was selected to lead a Gamification Design Build Workshop for us at GamiCon - The First International Conference for the Gamification of Learning which will be held in Chicago on October 6-8, 2018.

Rob Alvarez is an expert, speaker and advocate for the use of gamification in education. He’s the creator and host of Professor Game podcast, where he interviews successful practitioners, experts and gurus of gamification to inspire teachers, professors and educational leaders to make learning amazing. He's also at IE Business School, ranked consistently as one of Europe's top 5 and top 10 worldwide, where he works with interactive, engaging learning experiences.

For several years, Rob has been creating the engaging interactive learning materials used every day in business education at a leading business school. Since he jumped onto gamification he's been searching for as much information out there as he could find and applying it to projects with epic wins and lessons learned.

You can connect with Rob at professorgame.com // iepublishing.ie.edu, and on Twitter at @RobAlvarezB

About your Host: 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 Sententia Gamification, the Founder and Gamemaster of GamiCon, hosts the Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification strategy design that can be used within the framework of employee engagement, corporate talent development, HR, and adult education.

Connect with Monica on www.GamiCon.us or www.SententiaGamification.com and on Twitter @monicacornetti

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Today we learn about Gamification and the Zone of Proximal Development. Miary and Monica discuss the concepts related to the Zone of Proximal Development theory, describe how those concepts can be used to optimize gamification project design, and how ZPD concepts can be integrated in gamification initiatives.

About our Guest: Dr. Andriamiarisoa is an innovative leader in the use of gamification aimed at creating engaging environments conducive to deep learning through the use of technology. With 20+ years of experience in the field of technology and learning, he has created technology-enabled gamified learning components powered by a range of low-tech and hi-tech solutions. His background in computer science and expertise in the field of education has given him the opportunity to leverage technology in order to create fun, engaging, and rich learning experiences. His greatest passion lies in the gamification of learning using both simple and advanced technologies.

Connect with Miary on LinkedIn at: https://www.linkedin.com/in/miary/

About your Host: 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 Sententia Gamification, the Founder and Gamemaster of GamiCon, hosts the Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification strategy design that can be used within the framework of employee engagement, corporate talent development, HR, and adult education.

Connect with Monica on www.GamiCon.us or www.SententiaGamification.com and on Twitter @monicacornetti

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What can we learn about some basic elements of gamification from developing from scratch (and then teaching) a semester long gamified humanities course at a buttoned-down American university? What strategies were deployed to produce a successful course in a learning environment where gamification had never been tried? Naomi and Jim will discuss the strategies they used, the challenges they faced, and the successes they had in the design and implementation of Fantastic Places, Unhuman Humans, a gamified course they developed and taught in the English department at Brown University.

About our Guests: Jim Egan is a Professor in the English department and the Interim Director of the John Nicholas Brown Center for Public Humanities and Cultural Heritage at Brown University.

Naomi Pariseault is an instructional designer for the School of Professional Studies at Brown University. Naomi graduated from the University of Rhode Island with dual masters in English literature and library and information studies. As with many other instructional designers, it was a fortunate happenstance that Naomi stumbled into the field and has been happily inspiring student learning since 2011.

Jim and Naomi are both a Certified Gamification Journeyman.

Websites:https://www.edx.org/course/fantastic-places-unhuman-humans-exploring-humanity-through-literature
https://vivo.brown.edu/display/jegan
https://brown.edu/academics/professional/onlinelearning/team.php

Social Media links (Twitter, Facebook, LinkedIn):https://www.linkedin.com/in/jim-egan-a814b324/
https://JimEgan2
https://twitter.com/elearngeekette
www.linkedin.com/in/naomi-pariseault

About your Host: 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 Sententia Gamification, the Founder and Gamemaster of GamiCon, hosts the Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification strategy design that can be used within the framework of employee engagement, corporate talent development, HR, and adult education.

Connect with Monica on www.GamiCon.us or www.SententiaGamification.com and on Twitter @monicacornetti

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Today we learn about the unique phenomenon that is called the Uncanny Valley.

Keith and I discuss how a theory discovered in Japan by a robotics professor in 1970 effects L&D, and how the uncanny valley impacts learning design. We also explore how other industries’ work on the uncanny valley are reshaping the landscape of L&D.

About our Guest: Keith Lillico is an instructional designer at the Horace Mann Companies where he has been heavily involved in the development of over 125 courses in the past two years. He draws from his formal education and experience in instructional design as well as business to create learning content that focuses on meeting the needs of the learner while aligning it with enterprise-wide business objectives. As the founder of Lillico Learning Solutions, Keith works with clients to build training that is accessible to all learners including those who have disabilities. Keith, a certified Gamification Master Craftsman, combines game-design elements and principles with progressive views on learning theories to enhance traditional instructional design within the industry.

Connect with Keith on LinkedIn at: www.linkedin.com/in/klillico

About your Host: 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 Sententia Gamification, the Founder and Gamemaster of GamiCon, hosts the Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification strategy design that can be used within the framework of employee engagement, corporate talent development, HR, and adult education.

Connect with Monica on www.GamiCon.us or www.SententiaGamification.com and on Twitter @monicacornetti

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The direction of our show is a little different than usual because today we’re going to explore how to organize and carry out a Hackathon. You'll get first-hand information on how can Gamification help to solve real-world-problems.

About our Guest: Dr. Philipp Busch obtained a Masters’ degree in Economics and Geography at the University of Mainz, then continued studying to do his second Masters’ degree in Information Systems and Business Administration. In spring 2018 he finished his doctoral thesis about "Gameful Approaches in Development Cooperation", now teaches Gamification and Agile Methods at the University of Mainz.

Philipp works at GIZ for the Social Innovation Team in Cairo to improve the situation for youths on the labour market in Egypt. Furthermore, Philipp is head of the GIZ component "Serious Games" to support the peace process in Yemen.

Connect with Philipp via email: philipp.busch@giz.de or at www.giz.de

About your Host: 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 Sententia Gamification, the Founder and Gamemaster of GamiCon, hosts the Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification strategy design that can be used within the framework of employee engagement, corporate talent development, HR, and adult education.

Connect with Monica on www.GamiCon.us or www.SententiaGamification.com and on Twitter @monicacornetti

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Too often we build training and design games for the wrong reason. In this discussion we’ll consider what the actual needs of the business are, and how we can leverage them in our planning and assessment to ensure we solve the right problem.

About Jean Marrapodi: Jean has a PhD in Adult Education, a Masters Degree in Online Instructional Design and is a Certified Professional in Learning and Performance, ATD’s highest credential. She is a frequent conference presenter, having presented workshops in training, instructional design, elearning and low literacy learning at the international, national, regional levels. She lives in Providence, RI with three cats and a mischievous pooch named Arthur.

Connect with Jean at www.illumina-interactive.com or www.applestar.org, and on Twitter @jmarrapodi

About 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 Founder and CEO of Sententia Gamification, the Founder and Gamemaster of GamiCon, hosts the Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification strategy design that can be used within the framework of employee engagement, corporate talent development, HR, and adult education.

Connect with Monica on www.GamiCon.us or SententiaGamification.com and on Twitter @monicacornetti.

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I’ve invited John to be a guest on the program today, because we’ve chosen John and Geoteaming to lead a hi-tech team building event for us at GamiCon - The First International Conference for the Gamification of Learning which will be held in Chicago on October 6-8 of this year.

Geoteaming Event – The Chase

The Chase is a high-tech scavenger hunt to search for hidden locations and complete missions by photos and videos. With an emphasis on networking, problem solving, information sharing, and leadership development, teams will focus on multiple challenges, work under a time constraint, master new equipment and develop new patterns of behavior within a team environment. The Chase ends at Reggies Chicago Rooftop for a celebration with food, drinks, and fun, highlighted by a digital slideshow set to music to announce the team results and award a prize to the winners.

About John Chen: John is the extreme leader of Geoteaming – he climbs mountains, walks on fire, swims with dolphins in the wild, rides Harleys, organizes Super Bowl Suites and snowboards out of helicopters. John started Geoteaming 20 years ago and is a recognized thought leader on digital team building. He’s written a top selling business book published by Wiley and Sons titled 50 Digital Team Building Games. John has completed over 1,800+ team building events with over 180,000 clients.

About 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 Founder and CEO of Sententia Gamification, the Founder and Gamemaster of GamiCon, hosts the Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification strategy design that can be used within the framework of employee engagement, corporate talent development, HR, and adult education.

Connect with Monica at www.GamiCon.us or www.SententiaGamification.com and on Twitter @monicacornetti.

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Just because you can't use words like games and gamification to describe the types of learning experiences you are using, doesn't mean you can't infuse your training with fun, interactivity, and a gameful spirit. Like a super hero in disguise, gamification can be the secret identity behind an innovative and highly effective training program. That was just the approach Valary took in producing a blended learning program called Exploring Our Customer Service Universe: Moving Beyond Expectations that was delivered to experienced administrative and support staff at a top 10 law firm.

About Valary Oleinik: Valary is one-part artist, one-part geek, and 100% committed to finding ways to help people develop and deliver more engaging and effective learning experiences. She is a project manager at Weil, a top-tier international law firm, where she has been involved in training and development of both technical and professional skills. She is also a frequent speaker and educational consultant on gamification and creativity.

You can connect with Valary at www.valarywithawhy.com and on Twitter: @valarywithawhy

About Your Host: 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 Sententia Gamification, the Founder and Gamemaster of GamiCon, hosts the Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification strategy design that can be used within the framework of employee engagement, corporate talent development, HR, and adult education.

Connect with Monica at www.GamiCon.us, www.SententiaGamification, and on Twitter @monicacornetti.

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It's hard to make a recipe to gamify a classroom as every one has different approaches, but the core mistakes are often the same.

In this episode, Bernardo Letayf, Founder of BLUErabbit, will discuss:

  • Common mistakes in gamifying a classroom
  • How long does it take for you to master your own classes?
  • What is the hardest class to gamify?
  • What's the best order/place to start gamifying your classes?
  • And more...

About Bernardo Letayf: Originally a Web designer, Bernardo started studying gamifcation in 2010. After many mistakes through 4 years, and trying to make excel work for it, he finally developed BLUErabbit as a tool to gamify his classes. He has a huge passion over education and has declared a world wide war on grades as the represent the first line of defense on a broken education system.

This year, BLUErabbit was funded after receiving the Outstanding Gamification Software 2017 (Gamificatoin Europe) and it's working it's way to over 150,000 players including all cultures.

Connect with Bernardo:
Website: http://bluerabbit.io
Twitter @bletayf

About 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 Founder and CEO of Sententia Gamification, the Founder and Gamemaster of GamiCon, hosts the Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification strategy design that can be used within the framework of employee engagement, corporate talent development, HR, and adult education.

Connect with Monica on Twitter @monicacornetti.

Websites: GamiCon.us and SententiaGamification.com

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If you are an HR professional or a corporate trainer, webinars present a number of advantages. They are cheaper than holding regular meetings, participants have access to the webcast afterwards, and attendees can still interact live with the presenter. Although we know that very few do.

Haven’t you found there is something about a webinar that encourages complacency in the listeners? There is very little interaction and engagement. We operate on the assumption that webinars offer all the benefits of live instruction, with the efficiencies of online communication… and we know that reality is something different, don’t we?

In this episode you'll learn Six Sure-fire Ways to Gamify Your Next Webinar.

It’s time to eliminate the boring and dull, and learn how to add gamification to emphasize interaction and collaboration, competition and engagement.

About 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 Founder and CEO of Sententia Gamification, the Founder and Gamemaster of GamiCon, hosts the Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification strategy design that can be used within the framework of employee engagement, corporate talent development, HR, and adult education.

Connect with Monica on Twitter @monicacornetti.

Websites: GamiCon.us and SententiaGamification.com

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The fantasy… the employees will enjoy the training and will apply their new knowledge in the workplace. We pay them to do this, so participants should apply their new skills and develop an attitude to solve problems.

The reality... most corporate training is dry, dull, boring, and unimaginative. Participants are secretly contemplating ways to "end it now" so that they don't have to sit through another 4 hours of this mind-numbing drivel. There will be no application of knowledge and absolutely nothing will change in workplace behavior.

Enter gamification – driving motivation, with the hope of engaging us and alluring us just as games do. But with a potentially significant cost for development and a high chance of failure, is gamification something that we can or should recommend to the C-team?

This week, learn how to use a low-tech, low-cost, high-impact gamification strategy as your gateway drug. Get 'em hooked and coming back for more!

About the Host: Monica Cornetti
Featured on the cover of Bloomberg Businessweek, Monica works with individuals and organizations who want to learn how to think differently to achieve uncommon results. A gamification speaker and designer, Monica was rated #1 among the “Gamification Gurus Power 100” by RISE in 2015, 2016, and 2017, and was also recognized as a Top 3 Finalist in the “Gamification Guru of the Year Award” by the World Gamification Congress held in Barcelona, Spain.

Monica is the Founder and CEO of Sententia Gamification, Founder of GamiCon, the International Gamification Conference for Learning and Development, 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.

She is a graduate of Seton Hill with a BA in psychology, and The University of Houston-Victoria where she earned a Masters Degree in Economic Development and Entrepreneurship, voted by Forbes Small Business as one of the top 5 programs for entrepreneurial education in the country.

Connect with Monica:
www.MonicaCornetti.com
www.SententiaGames.com
www.GamiCon.us
On Twitter: @monicacornetti

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Expect to hear Juliette talk to you all about learner engagement! For the past 14 years, Juliette has dedicated her life and business to promoting the powers of learner engagement in the workplace, and the results are endless!

Some of the things you can learn from Juliette are:

  • The powers of gamification to increase engagement in training
  • How learner engagement can transform your business
  • The top tips for implementing an effective learning technologies solution across a business

About Our Guest: Juliette Denny is the Ideologist in Chief (AKA Managing Director) at Growth Engineering, and her unwavering mission is to wage war on dull online learning!

She is a pioneer and expert in applying gamification and social functionality to online learning. She has an unrivaled passion for learner engagement, which leaves audiences inspired and electrified

Juliette is an influencer, an expert, and she also has direct access to primary research through her own products and solutions, meaning that her talks are packed full of stats and case studies proving the truth in what she’s saying.

Connect with Juliette:
Website – www.growthengineering.co.uk
Twitter - @juliettedenny

About the Host: Monica Cornetti
Featured on the cover of Bloomberg Businessweek, Monica works with individuals and organizations who want to learn how to think differently to achieve uncommon results. A gamification speaker and designer, Monica was rated #1 among the “Gamification Gurus Power 100” by RISE in 2015, 2016, and 2017, and was also recognized as a Top 3 Finalist in the “Gamification Guru of the Year Award” by the World Gamification Congress held in Barcelona, Spain.

Monica is the Founder and CEO of Sententia Gamification, Founder of GamiCon, the International Gamification Conference for Learning and Development, 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.

She is a graduate of Seton Hill with a BA in psychology, and The University of Houston-Victoria where she earned a Masters Degree in Economic Development and Entrepreneurship, voted by Forbes Small Business as one of the top 5 programs for entrepreneurial education in the country.

Connect with Monica:
www.MonicaCornetti.com
www.SententiaGames.com
www.GamiCon.us
On Twitter: @monicacornetti

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In spite of a constant flow of amazing new technologies, this era of email overload and social media feeds is distracting us from our work. People are experiencing poor productivity and lower motivation. Are games an additional distraction or can we use them to remove distractions, improve your focus and get you back on a path to delivering quality work, higher productivity and mastery?

About Pete Jenkins - An international speaker, adviser and trainer in Gamification. Pete founded his company GAMIFICATION+ LTD in 2000, and has since advised and trained companies of all sizes, both in the UK and internationally, on the use of Gamification. He is Chair of GamFed (the International Gamification Confederation), and Chair and Organizer of Gamification Europe, an annual conference for Gamification practitioners.

Connect with Pete:
Website: https://gamificationplus.uk
Twitter: @petejenkins
LinkedIn: https://www.linkedin.com/in/jenkinspete/

About the Host: Monica Cornetti
Featured on the cover of Bloomberg Businessweek, Monica works with individuals and organizations who want to learn how to think differently to achieve uncommon results. A gamification speaker and designer, Monica was rated #1 among the “Gamification Gurus Power 100” by RISE in 2015, 2016, and 2017, and was also recognized as a Top 3 Finalist in the “Gamification Guru of the Year Award” by the World Gamification Congress held in Barcelona, Spain.

Monica is the Founder and CEO of Sententia Gamification, Founder of GamiCon, the International Gamification Conference for Learning and Development, 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.

She is a graduate of Seton Hill with a BA in psychology, and The University of Houston-Victoria where she earned a Masters Degree in Economic Development and Entrepreneurship, voted by Forbes Small Business as one of the top 5 programs for entrepreneurial education in the country.

Connect with Monica:
www.MonicaCornetti.com
www.SententiaGames.com
On Twitter: @monicacornetti

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Gamification doesn't need to be complicated, sometimes all you need is a simple score to change behavior. Score science is a practice that helps you get it right.

Toby Beresford created rise.global in his garage in 2012 as a tool to keep and share digital scores. It's now being used by senior influencers across the world to track their own social media success and to encourage others to do the same. In 2017, 400,000 people engaged with rise.global - each spending an average of 25 minutes on the site.

Connect with Toby Beresford:
Website www.rise.global
Twitter: @tobyberesford
LinkedIn: www.linkedin.com/in/tobyberesford

About the Host: Monica Cornetti
Featured on the cover of Bloomberg Businessweek, Monica works with individuals and organizations who want to learn how to think differently to achieve uncommon results. A gamification speaker and designer, Monica was rated #1 among the “Gamification Gurus Power 100” by RISE in 2015, 2016, and 2017, and was also recognized as a Top 3 Finalist in the “Gamification Guru of the Year Award” by the World Gamification Congress held in Barcelona, Spain.

Monica is the Founder and CEO of Sententia Gamification, Founder of GamiCon, the International Gamification Conference for Learning and Development, 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.

She is a graduate of Seton Hill with a BA in psychology, and The University of Houston-Victoria where she earned a Masters Degree in Economic Development and Entrepreneurship, voted by Forbes Small Business as one of the top 5 programs for entrepreneurial education in the country.

Connect with Monica:
www.MonicaCornetti.com
www.SententiaGames.com
On Twitter: @monicacornetti

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Gamification is still just a buzzword for some, while for others they’ve already implemented it with powerful effects on their business process. We’ve seen some gamification projects which have a very pretty design but have failed to engage users and others with a very ugly interface but are addictively engaging their users! What is the secret?

About Altug Yilmaz - is a Mathematical Engineer and worked for several training companies in Turkey for more than 10 years. He is the author of first Turkish gamification book: Herkes icin Oyunlastirma and he is Gamification Federation's (GamFed) Turkey ambassador. Altug blogs in Turkish about gamification at his blog: www.oyunlastirma.co. He is only Turkish person invited to speak at the Gamification World Congress (GWC16) in Madrid,Spain and recently spoke at the Gamification Europe Conference '17 in Brighton, UK.

Connect with Altug:
Website - www.oyunlastirma.co
Twitter: @ercanaltug
LinkedIn: https://www.linkedin.com/in/ercanaltug/

About the Host: Monica Cornetti
Featured on the cover of Bloomberg Businessweek, Monica works with individuals and organizations who want to learn how to think differently to achieve uncommon results. A gamification speaker and designer, Monica was rated #1 among the “Gamification Gurus Power 100” by RISE in 2015, 2016, and 2017, and was also recognized as a Top 3 Finalist in the “Gamification Guru of the Year Award” by the World Gamification Congress held in Barcelona, Spain.

Monica is the Founder and CEO of Sententia Gamification, Founder of the International Gamification Conference and Expo, 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.

She is a graduate of Seton Hill with a BA in psychology, and The University of Houston-Victoria where she earned a Masters Degree in Economic Development and Entrepreneurship, voted by Forbes Small Business as one of the top 5 programs for entrepreneurial education in the country.

Connect with Monica:
www.MonicaCornetti.com
www.SententiaGames.com
On Twitter: @monicacornetti

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Gamification as a tool for designing engaging experiences should not be restricted by technology. There is a need for physical and digital experiences to be merged AND playful and gameful inspirations should be at the heart of such a design process.

Today we’ll explore Sylvester’s

  • Insights into existing work in exploring a more hybrid and playful learning experience, such as the EU Funded Beaconing project (http://beaconing.eu)
  • His Views on hybrid learning in comparisons to blended learning
  • And his findings from the GameChangers project (http://gamify.org.uk)

About Sylvester Arnab: A Full Professor in Game Science at Coventry University, UK, leading applied research and innovation at the Disruptive Media Learning Lab (DMLL).

With over 10 years research experience in simulation, serious games and gamification combined, his research interests include gameful, playful and persuasive designs that transform ordinary tasks into extraordinary experiences. He has a large portfolio of funded projects (https://sylvesterarnab.com/featured-projects/) and publications (https://sylvesterarnab.com/publications/) in the domain.

He co-founded the GameChangers – a Game Design Thinking initiative (http://gamify.org.uk), which is also being adopted and adapted in other countries, such as Malaysia (http://myCapsule.my).

Connect with Sylvester: Website- http://SylvesterArnab.com
Twitter: @sarnab75
LinkedIn: https://www.linkedin.com/in/sylvester-arnab-a4049818/

About the Host: Monica Cornetti
Featured on the cover of Bloomberg Businessweek, Monica works with individuals and organizations who want to learn how to think differently to achieve uncommon results. A gamification speaker and designer, Monica was rated #1 among the “Gamification Gurus Power 100” by RISE in 2015, 2016, and 2017, and was also recognized as a Top 3 Finalist in the “Gamification Guru of the Year Award” by the World Gamification Congress held in Barcelona, Spain.

Monica is the Founder and CEO of Sententia Gamification, Founder of the International Gamification Conference and Expo, 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.

She is a graduate of Seton Hill with a BA in psychology, and The University of Houston-Victoria where she earned a Masters Degree in Economic Development and Entrepreneurship, voted by Forbes Small Business as one of the top 5 programs for entrepreneurial education in the country.

Connect with Monica:
www.MonicaCornetti.com
www.SententiaGames.com
On Twitter: @monicacornetti

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Is there a business that doesn’t want to have motivated users and engaged customers? How about a company that doesn’t crave higher productivity of happy employees? There has been different mindsets and disciplines to answer the need, but all share a toolbox that uses the tools of creativity and fun. No matter what they call the package, it’s here to stay.

In this episode, we explore such questions as:

  • Is game design an essential part of Engagement Solution Design?
  • How to handle cultural and environmental differences in gamification design?
  • Why do we need different opinions while designing a solution?

About Alireza Ranjbar Shourabi: CEO/co-founder and game designer of “Art of Light and Motion Interactive Softwares”. He has also co-founded “IRAN Gamification Association” which is a community for Gamification enthusiasts to gather around the subject.

He has been rated #2 in “Global Gamification Gurus Power 100” in 2017; designed engagement solutions and gamified campaigns for Fintech, E-learning, E-health, Open Innovation and offline Advertising in some of the most famous companies and startups in his country. Currently working to build a new gamification platform based on a framework developed on his experience while continuing to design mobile games for his company.

Always a learner, late night gaming is still a part of his life style ;)

Connect with Alireza: Website- www.ALMgames.com
Twitter: @ARSHourabi
LinkedIn: https://www.linkedin.com/in/alirezaranjbarshourabi/

About the Host: Monica Cornetti
Featured on the cover of Bloomberg Businessweek, Monica works with individuals and organizations who want to learn how to think differently to achieve uncommon results. A gamification speaker and designer, Monica was rated #1 among the “Gamification Gurus Power 100” by RISE in 2015, 2016, and 2017, and was also recognized as a Top 3 Finalist in the “Gamification Guru of the Year Award” by the World Gamification Congress held in Barcelona, Spain.

Monica is the Founder and CEO of Sententia Gamification, Founder of the International Gamification Conference and Expo, 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.

She is a graduate of Seton Hill with a BA in psychology, and The University of Houston-Victoria where she earned a Masters Degree in Economic Development and Entrepreneurship, voted by Forbes Small Business as one of the top 5 programs for entrepreneurial education in the country.

Connect with Monica:
www.MonicaCornetti.com
www.SententiaGames.com
On Twitter: @monicacornetti

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This week my guest is Rob Alvarez of the Professor Game Podcast - www.professorgame.com

For several years, Rob has been creating the engaging interactive learning materials used every day in business education at a leading business school. Since he jumped onto gamification he's been searching for as much information out there as he could find and applying it to projects with epic wins and lessons learned.

Recently Rob launched the Professor Game podcast professorgame.com where he offers his listeners the opportunity to learn from his guests as they disclose their offer the listeners all the possible value to learn from their wildest successes and their FAILs (First Attempt in Learning).

In this interview you’ll get the best of what Rob’s been able to learn in less than thirty minutes, including:

  • Why gamification is the way to go about learning.
  • Key learning's from IE Business School's publishing department.
  • What you can take from his journey and apply to your own practice.

About Rob Alvarez: Rob is a speaker and designer on gamification for education, as well as the host of Professor Game Podcast. There, he interviews successful practitioners, experts and gurus of gamification to inspire teachers, professors and educational leaders to use gamification to make education amazing. He's also at IE Business School, ranked consistently one of Europe's top 5 and top 10 worldwide, where he works with interactive, engaging learning experiences.

Connect with Rob:
Website- professorgame.com
Twitter: @RobAlvarezB
LinkedIn: https://www.linkedin.com/in/rob-alvarez-bucholska

About the Host: Monica Cornetti
Featured on the cover of Bloomberg Businessweek, Monica works with individuals and organizations who want to learn how to think differently to achieve uncommon results. A gamification speaker and designer, Monica was rated #1 among the “Gamification Gurus Power 100” by RISE in 2015, 2016, and 2017, and was also recognized as a Top 3 Finalist in the “Gamification Guru of the Year Award” by the World Gamification Congress held in Barcelona, Spain.

Monica is the Founder and CEO of Sententia Gamification, Founder of the International Gamification Conference and Expo, 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.

She is a graduate of Seton Hill with a BA in psychology, and The University of Houston-Victoria where she earned a Masters Degree in Economic Development and Entrepreneurship, voted by Forbes Small Business as one of the top 5 programs for entrepreneurial education in the country.

Connect with Monica:
www.MonicaCornetti.com
www.SententiaGames.com
On Twitter: @monicacornetti

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In this episode, Zach and I explore why using a third party to find the right gamification software is a must in today’s saturated software market.

TechnologyAdvice.com has the solution to help businesses find which software is ideal for a company’s unique needs. Best of all? The service is free.

A few things covered in this podcast will include:

  • Common problems gamification software buyers are trying to solve
  • How to use a service like TechnologyAdvice to find the right software
  • How this service is free
  • Why you should use TechnologyAdvice to find your perfect software

About our Guest: Zach Jones is the VP of Sales at TechnologyAdvice. He is a marketing-minded sales leader who has a passion for helping clients connect with buyers through innovative marketing programs. Zach is not afraid to challenge the status quo when it comes to traditional marketing strategies and loves to push marketers to think differently about how they drive results for their business. As a Nashville native and graduate of Middle Tennessee State University, Zach is right at home at TechnologyAdvice.

Connect with Zach:
Website- www.technologyadvice.com
Twitter: https://twitter.com/Technology_Adv

About the Host: Monica Cornetti
Featured on the cover of Bloomberg Businessweek, Monica works with individuals and organizations who want to learn how to think differently to achieve uncommon results. A gamification speaker and designer, Monica was rated #1 among the “Gamification Gurus Power 100” by RISE in 2015 and 2016, and in 2016 was also recognized as a Top 3 Finalist in the “Gamification Guru of the Year Award” by the World Gamification Congress held in Barcelona, Spain.

Monica is the Founder and CEO of the Sententia 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.

She is a graduate of Seton Hill with a BA in psychology, and The University of Houston-Victoria where she earned a Masters Degree in Economic Development and Entrepreneurship, voted by Forbes Small Business as one of the top 5 programs for entrepreneurial education in the country.

Connect with Monica:
www.MonicaCornetti.com
www.SententiaGames.com
On Twitter: @monicacornetti

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Organizations across the Middle East have used gamification over the past few years to address lack of user engagement within their organizations and the marketplace.

And just as businesses in the U.S. and Europe are using gamification to build community, clarify objectives, and motivate teams, organizations across the Middle East are reaping the rewards of these gamified programs.

In this episode, Ahmed and I explore:

  • A brief analysis of Gamification in Middle East
  • The differences in designing Gamification in different cultures
  • The reshaping of the Gamification industry in the Middle East

About our Guest: Ahmed Hossam:The International Gamification Confederation (Gamfed) Ambassador in Egypt, Ahmed is a Keynote speaker, Consultant, Designer and Facilitator on Gamification. He is Currently the president of Gamification Egypt and the Founder of Gampact.

In July, 2017 he was Rated #2 in the “Global Gamification Gurus Power 100” based in the United Kingdom. He has helped a variety of companies, from seed stage startups to Fortune 500 companies such as HP, Oracle, Vodafone, AUC, Abudawood and many more…

Ahmed is a Certified Level 2 Gamification Journeyman Designer from Sententia Gamification.

Connect with Ahmed: Website – www.ahossam.com
Twitter: @ahmed_hossam88

About the Host: Monica CornettiFeatured on the cover of Bloomberg Businessweek, Monica works with individuals and organizations who want to learn how to think differently to achieve uncommon results. A gamification speaker and designer, Monica was rated #1 among the “Gamification Gurus Power 100” by RISE in 2015 and 2016, and in 2016 was also recognized as a Top 3 Finalist in the “Gamification Guru of the Year Award” by the World Gamification Congress held in Barcelona, Spain.

Monica is the Founder and CEO of the Sententia 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.

She is a graduate of Seton Hill with a BA in psychology, and The University of Houston-Victoria where she earned a Masters Degree in Economic Development and Entrepreneurship, voted by Forbes Small Business as one of the top 5 programs for entrepreneurial education in the country.

Connect with Monica:
www.MonicaCornetti.com
www.SententiaGames.com
On Twitter: @monicacornetti

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There is a growing nervousness in L&D about how to provide value in an industry that hasn’t changed much since the adoption of the LMS and the ability to create videos on demand.

The bottom line is that EdTech has not evolved at the same pace as productivity tools like marketing automation and CRMs. And the result is that traditional training, of which I will include eLearning, does not have an impact on performance like it should; instead the objective of training is course completion rather than business impact.

Fortunately, technology is catching up and there are solutions. In this episode Colin and I discuss:

  • Gamification and Micro-learning are these just another fad?
  • The gap between training and performance
  • Barriers holding L&D back from fully engaging gamification
  • Recommendations for organizations who want to start with gamification

About our Guest: Colin Daymude

Colin is the former owner of one of the fastest growing training companies in America; training over 20k employees in the two years prior to the market crash of 2008. He is an international speaker, seminar leader, the author of 5 books and is currently working with mLevel, the leader in performance to develop channel partnerships and go-to-market strategies.

Connect with Colin:
Website: www.mlevel.com
Twitter: @colindaymude
LinkedIn: http://t.co/HvSTJV1aR3
Facebook: https://www.facebook.com/mLevelLearning/

 **About the Host: Monica Cornetti**

Featured on the cover of Bloomberg Businessweek, Monica works with individuals and organizations who want to learn how to think differently to achieve uncommon results. A gamification speaker and designer, Monica was rated #1 among the “Gamification Gurus Power 100” by RISE in 2015 and 2016, and in 2016 was also recognized as a Top 3 Finalist in the “Gamification Guru of the Year Award” by the World Gamification Congress held in Barcelona, Spain.

Monica is the Founder and CEO of the Sententia 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.

She is a graduate of Seton Hill with a BA in psychology, and The University of Houston-Victoria where she earned a Masters Degree in Economic Development and Entrepreneurship, voted by Forbes Small Business as one of the top 5 programs for entrepreneurial education in the country.

Connect with Monica:
www.MonicaCornetti.com
www.SententiaGames.com
On Twitter: @monicacornetti

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Is it a Game… or is it Gamification? What's the Difference?

E-learning is a fundamental piece of business training strategy. While this method of training provides many useful ways of transferring information, the larger challenge is how to best sustain that learning.

In recent years, many companies have moved toward creating “gamified” courses for their learners, but what exactly does that mean?

  • What are the basic elements of a gamified approach to training design?
  • How can I use gamification to get my learners more engaged?
  • How does gamification drive knowledge retention?

Let’s explore how gamification is similar to, and different from, creating games and how you can leverage the strengths of each - to design captivating experiences for your learners.

About our Guest: Chuck Sigmund

Chuck is the Senior Program Manager of Instructional Design for Amazon Global Customer Service. He has a passion for leveraging state-of-the-art techniques to make learning as engaging and impactful as possible.

Over the past several years he has worked with a number of large organizations to redesign their training programs to incorporate digital storytelling and gamification in ways that demonstrably improve long-term knowledge retention and reduce employee attrition.

He is a member of the International Conference on e-Learning (ICEL) and International Conference of Education, Research, and Innovation conference committees, and regularly presents at these and other conferences on innovations in training design.

Connect with Chuck:
Website - http://www.promobilebi.com
Twitter: @sigmundchuck
LinkedIn: https://www.linkedin.com/in/chucksigmund/

About the Host: Monica Cornetti

Featured on the cover of Bloomberg Businessweek, Monica works with individuals and organizations who want to learn how to think differently to achieve uncommon results. A gamification speaker and designer, Monica was rated #1 among the “Gamification Gurus Power 100” by RISE in 2015 and 2016, and in 2016 was also recognized as a Top 3 Finalist in the “Gamification Guru of the Year Award” by the World Gamification Congress held in Barcelona, Spain.

Monica is the Founder and CEO of the Sententia 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.

She is a graduate of Seton Hill with a BA in psychology, and The University of Houston-Victoria where she earned a Masters Degree in Economic Development and Entrepreneurship, voted by Forbes Small Business as one of the top 5 programs for entrepreneurial education in the country.

Connect with Monica:
www.MonicaCornetti.com
www.SententiaGames.com
On Twitter: @monicacornetti

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Many trainers and instructional designers have already discovered the power of storytelling in a practical sense – they have observed how compelling a well-constructed narrative can be. But recent scientific work is putting a much finer point on just how stories change our attitudes, beliefs, and behaviors.

  • Should we incorporate into every training or presentation some kind compelling, story or narrative?
  • Will a powerful narrative make your information more persuasive and memorable?
  • Can stories be used to manipulate your learners?

About our Guest: Jonathan Peters, PhD

Jonathan holds a Master Certification in the Reiss profile

He is an international speaker and writer and has spoken before audiences from Melbourne, Australia to Augusta, Maine. His specialty is marketing and customer experience, helping audiences identify what motivates their customers and learn how to speak toward those motivators.

Jonathan has authored four books, including Cavemen Can’t Market, the first the Caveman Trilogy. He has also ghostwritten 56 non-fiction books.

Jonathan is also an adjunct professor at the University of Nevada, Las Vegas where he instructs senior-level business majors.

Connect with Jonathan:
Email: bighead@sententiagames.com
Twitter: @JPetersPhD

About the Host: Monica Cornetti

About your Host: Featured on the cover of Bloomberg Businessweek, Monica works with individuals and organizations who want to learn how to think differently to achieve uncommon results. A gamification speaker and designer, Monica was rated #1 among the “Gamification Gurus Power 100” by RISE in 2015 and 2016, and in 2016 was also recognized as a Top 3 Finalist in the “Gamification Guru of the Year Award” by the World Gamification Congress held in Barcelona, Spain.

Monica is the Founder and CEO of the Sententia 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.

She is a graduate of Seton Hill with a BA in psychology, and The University of Houston-Victoria where she earned a Masters Degree in Economic Development and Entrepreneurship, voted by Forbes Small Business as one of the top 5 programs for entrepreneurial education in the country.

Connect with Monica:
www.MonicaCornetti.com
www.SententiaGames.com
On Twitter: @monicacornetti

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My guest this week is Michael Matera and our topic today is: Gamification in Education

  • What does gamification look like in the education space?
  • Does gamification in education have the power unlock both student’s potential, creativity and enthusiasm?
  • What does it do for the teachers?

Michael and I are will explore with you how teachers can use powerful game machines in their courses and lesson design to build their courses in such a way to inspire lifelong learning and unlock a student’s real potential.

Michael is driven to transform education through theoretical and technological applications that identify and inspire limitless learning thresholds in ourselves and in our students. Join the transformation of education by visiting his website and educational blog Explorelikeapirate.com.

About Michael Matera: Michael Matera has taught for more than a decade using interactive play, passion and purpose-driven learning to transform the classroom in international, public and private schools.

He is a pioneer in the field of education, using gamification and technology to increase authentic student engagement and content acquisition. Along with being a full-time teacher at University School of Milwaukee, Michael is also a nationally-known presenter and international consultant of game-based learning.

Additionally, he is the author of Explore Like a Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners. He was named one of ASCD Emerging Leaders in 2015 for infusing best practices in the field with accessible gamified teaching methods. He is also an educational blogger, whose mission is to build connections among innovative, global educators.

You can connect with Michael:

Website: www.explorelikeapirate.com

Twitter: @mrmatera

About your Host: Featured on the cover of Bloomberg Businessweek, Monica works with individuals and organizations who want to learn how to think differently to achieve uncommon results. A gamification speaker and designer, Monica was rated #1 among the “Gamification Gurus Power 100” by RISE in 2015 and 2016, and in 2016 was also recognized as a Top 3 Finalist in the “Gamification Guru of the Year Award” by the World Gamification Congress held in Barcelona, Spain.

Monica is the Founder and CEO of the Sententia 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.

She is a graduate of Seton Hill with a BA in psychology, and The University of Houston-Victoria where she earned a Masters Degree in Economic Development and Entrepreneurship, voted by Forbes Small Business as one of the top 5 programs for entrepreneurial education in the country.

Connect with Monica:

www.MonicaCornetti.com

www.SententiaGames.com

On Twitter: @monicacornetti

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Used by elite athletes and military Special Forces to heighten human performance, by clinicians to improve the cognitive health of patients, and by students to boost learning – NeuroTracker uses a multiple object tracking exercise to:

  • Improve Attention
  • Enhance Executive Function and Working Memory
  • Heighten Visual and Auditory Processing Speed
  • Increase Inhibition and Response Control
  • Elevate Biological Motion Perception

On this episode, Monica and Jean discuss how NeuroTracker compares to other brain training applications on the market; the types of benefits those training with NeuroTracker experience; and its efficiency compared to other games.

About Jean Castonguay: With more than 30 years’ experience as a corporate lawyer and as an entrepreneur, Jean has managed international law and business consulting practices and since 1998 he has held senior management positions in start-up and high-growth companies spanning the life science, technology and manufacturing sectors.

In 2011, Jean was granted the Genesis award for Entrepreneurship and jointly with Professor Jocelyn Faubert, Jean was awarded the prestigious ADRIQ-NSERC award for technological transfer from the public to the private sector.

Connect with Jean on Twitter @neurotrackercsi

Website: https://neurotracker.net/

About Monica Cornetti: Featured on the cover of Bloomberg Businessweek, Monica works with individuals and organizations who want to learn how to think differently to achieve uncommon results. A gamification speaker and designer, Monica was rated #1 among the “Gamification Gurus Power 100” by RISE in 2015 and 2016, and in 2016 was also recognized as a Top 3 Finalist in the “Gamification Guru of the Year Award” by the World Gamification Congress held in Barcelona, Spain.

Monica is the Founder and CEO of the Sententia 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

Website: www.SententiaGames.com

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We are barraged with a constant stream of new ideas for design and delivery of solutions that can improve learning, engagement, and performance. Finding methods to rapidly evaluate innovation, while maximizing the benefits and minimizing the risks, can mean the difference between success and failure.

How can you strategically innovate your training so that your learners develop new knowledge faster, become more deeply engaged, and have a greater impact? Emerging technologies are providing many new and different approaches for designing and delivering training ... but where to get started?

Today on the program, Monica and David discuss how to strategically innovate your training through the intentional integration of emerging technologies.

  • How can one make sure they are on the success side of innovation?
  • What does that process look like?
  • What are the latest innovations?
  • What are the benefits of partnerships and how does a partnership come about?
  • How can one maintain an appropriate level of risk with innovations?

Join us at the Innovations in Training Conference in Orlando, Florida on November 30, December 1 and 2: http://www.innovationsin.training/

David S. Metcalf, Ph.D. has more than 20 years experience in design and research of web based and mobile technologies converging to enable learning and healthcare. He combines an academic grounding and continued university involvement with a strong history of industry-centered training and simulation, providing learning innovations for Google, Johnson & Johnson, Microsoft, Tyco and many others. As a research faculty member with the University of Central Florida’s Institute for Simulation and Training and head of the Mixed Emerging Technology Integration Lab, which he founded in 2006, Dr. Metcalf continues to bridge the gap between corporate learning and simulation techniques and non-profit and social entrepreneurship.

Connect with David:

METIL website: http://www.metil.org/

Twitter: @dmetcalf

LinkedIn: https://www.linkedin.com/in/davidmetcalf1

About Your Host: A gamification speaker and designer, Monica Cornetti is rated #1 among the “Gamification Gurus Power 100” by RISE in 2015 and 2016, and in 2015 was also recognized as a Top 3 Finalist in the “Gamification Guru of the Year Award” by the World Gamification Congress held in Barcelona, Spain. In fact, as an early adopter, she has been designing and delivering gamification for her corporate clients since 2008. She is the Founder and CEO of the Sententia Gamification Consortium, hosts a weekly Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is systematic gamification strategy design that can be used within the framework of corporate talent development.

Connect with Monica:

Twitter @monicacornetti.

Websites: www.monicacornetti.com and www.sententiagames.com

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Big Sponge Hangout – Sharing Insights and Information from The World of Learning Technologies

Over the course of four days, some of the biggest names in L&D gathered to share their tips for achieving success across a variety of topics, so that the audience would be able to take away ideas and suggestions to implement into their own L&D programs.

In this session: The right game for you - Are games suitable for your audience, budget and technology? – we explored eLearning games and gamification. Both have been growing in popularity in recent years, yet on the flip side there are some people who are still very nervous about using games.

Our discussion was centered around such questions as:

  • What is it about games that make them effective for learning?
  • What are some of the key things L&D Managers should consider before introducing an eLearning game?
  • Games are not necessarily going to be appropriate for all subjects. Are there any scenarios where you think games are particularly appropriate?
  • And what about different audiences. Do you think it’s possible to create games for everyone, or are there times when it’s not the right option for a particular learner group?
  • Often it’s assumed that games have to be really expensive, which isn’t the case. Do you have any examples of simpler but really effective games that you could share?
  • What do you think will be the next big development for games?
  • If you could give just one tip to L&D professionals thinking of using games in their eLearning, what would it be?

If you’d like to request access to the entire collection of videos and recordings from
The Big Sponge Hangout 2016,
please email communications@spongeuk.com

About Your Host: 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 the Sententia Gamification Consortium, hosts a weekly Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification strategy design that can be used within the framework of corporate talent development.

Connect with Monica Twitter @monicacornetti.

Websites: www.monicacornetti.com and www.sententiagames.com

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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.

In this episode Jordan and Monica discuss:

  • The impact of gamification in learning programs on the data that can be generated
  • What kind of tools are out there for learning professionals to accomplish the above?
  • What is the potential impact of Tin Can/X-API?
  • There is a lot of buzz about adaptive learning but there is a different view on it called Personal Learning Experiences. Why is that important and how is it different?

About Jordan Fladell: Jordan Fladell is Executive CEO and Co-Founder of mLevel, the award-winning micro learning platform designed for the enterprise. He brings a unique viewpoint to the learning world as for the past twenty years Jordan has been delivering and educating corporations on disruptive technologies witnessing firsthand the engagement challenge companies face today. The excitement and passion for helping companies successfully drive advancement via education is what Jordan brings to the table each and every day.

Jordan has spoken at the MSFT World Wide Partner Conference, I-Tech, Hosting World & Kelsey Local Search conferences, and SHRM to name a few. In addition, he hosted and created The FFL Guru Fantasy Football Webcast, which led to both radio and TV appearances. He is a highly engaging speaker who knows how to bring a crowd to life.

You can connect with Jordan @mlevellearning on Twitter and his website: www.mlevel.com

About Your Host: Featured on the cover of Bloomberg Businessweek, Monica Cornetti works with individuals and organizations who want to learn how to think differently to achieve uncommon results. A gamification speaker and designer, Monica was rated #1 among the “Gamification Gurus Power 100” by RISE in 2015 and 2016, and in 2015 was also recognized as a Top 3 Finalist in the “Gamification Guru of the Year Award” by the World Gamification Congress held in Barcelona, Spain.

Monica is the Founder and CEO of the Sententia 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.

She is a graduate of Seton Hill with a BA in psychology, and The University of Houston-Victoria where she earned a Masters Degree in Economic Development and Entrepreneurship, voted by Forbes Small Business as one of the top 5 programs for entrepreneurial education in the country.

Connect with Monica on Twitter @monicacornetti or email her guru@sententiagames.com

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Our topic today is: Game Thinking and the MVP of Instructional Design with special guest Zsolt Olah.

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.

Is Instructional Design Dead?

Zsolt believes that Instructional Design can be the MVP of the game, but only if we redefine our job and move our focus from the traditional content-driven design to user-centered action design. And that's where Game Thinking comes in.

Zsolt likes to refer to the systematic approach overall as Game Thinking, which may result in gamification, game-based learning, the combination of the two or no training at all. It all depends on the business goals.

Our discussion today explores:

  • The meaning of Game Thinking first.
  • A resistance by instructional designers to designing gamified learning experiences
  • The most frequently asked questions by instructional designers about gamification
  • Moving away from the content-driven approach to a user-centered, action-focused approach
  • The best way to learn more about gamification of learning

About Zsolt Olah: Zsolt is a Director, Innovation and Learning Solutions at PDG (Performance Development Group), where he's responsible for a team to deliver innovative learning and performance solutions that drive business results. Previously, Zsolt worked as a Sr. Program Manager at Comcast University, where he was the thought leader in the creative learning solutions space, spearheading the research and application strategy of gamification/game-based learning, game-thinking within learning and development.

Connect with Zsolt http://rabbitoreg.com and on Twitter at @rabbitoreg

Connect with Monica at www.monicacornetti.com or on Twitter at @monicacornetti

Visit the Sententia website to learn more about our upcoming Level 1 and Level 2 certifications for learning and talent management professionals – we have both live and online certifications you can choose from – www.sententiagames.com

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This week my guest is David Chandross and our topic is: Gamification Research in Health Care, Addiction, and Higher Ed

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.

In today's episode we discuss such questions as:

  • What benefits does gamification provide for health care, higher education and addiction treatment?
  • Who is doing the cutting edge of research in Canada in this field?
  • Which projects are you currently working on?
  • What is the current priority in gamification research?
  • Do gamified courses provide any measurable advantages for students?
  • What is the future of gamification in higher education?

About David Chandross, B.Sc., M.Sc., M.Ed., Ph.D.: A curriculum designer specializing in gamification in the health professions. He holds a doctorate in medical education and masters degrees in both medical education and cognitive neuroscience. He was a pioneer in the field of game-based learning in the teaching undergraduate health sciences students in medical, nursing and midwifery education and then went on to participate as a researcher in the 5-year, $3M SAGE study at Simon Fraser University under David Kaufman. His early work in gamification of nursing STEM courses is documented in the February 2014 edition of the journal “University Affairs”.

His current research focus is on game-based systems to increase social connectedness in seniors and the development of mastery-based systems for the improvement of cognitive performance and behavioral change in medicine. He is currently engaged in studies in the use of serious games in seniors education and social connectedness funded through Simon Fraser University and a study in the use of serious games in the management of adolescent addiction funded by the College of Family Physicians.

Connect with David: dchandross@ryerson.ca

About Your Host: 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, and writes The Gamification Report blog. Monica’s niche isgamification used in the corporate environment for engaging and motivating your workforce.

Connect with Monica (@monicacornetti) www.monicacornetti.com

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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:

  1. Autonomy—the feeling of control of your own destiny. How can you give your player choices or control within a system that works for you to achieve your business objectives?
  2. Mastery—building competence and skill. How can you help your players feel smart, capable, or that they are getting better at something?
  3. Purpose—connecting with something greater than yourself. Can you use a dynamic story line to give your players the sense that their involvement with your product or service is making them better, stronger, or more powerful?

Dangers in the Cold:

  • Don’t make the extrinsic metrics or rewards the main event
  • Don’t alienate your players with a shallow, manipulative game; give them as much autonomy as you can
  • Don’t focus only on the extrinsic, dig deeper and tap into their intrinsic motivations to keep them engaged with you

Level 6: Forbidden Land—What keeps them in the game?

How does the game reward your players and keep them in the game? Build with a variety of formal game elements or mechanics such as collecting gems or coins, points and leveling up, level challenges and leaderboards, collaboration, competition, chance, count-down clocks, second chances, cues, meaningful feedback… the possibilities are endless. This doesn’t mean that you should pile on as many of these formal game elements as possible. Think of going on a 6-week global expedition. You have to pack wisely, only taking those things you need to take. If it doesn’t fit… it can’t go—you may need to put it on a shelf for a future adventure. Your players will become engaged users when you help them hit the "sweet spot" of motivation, reward, pain aversion, opportunity, need fulfillment and social context through a variety of well-planned game mechanics.

Dangers in the Orient:

  • Don’t forget: game mechanics are visible effects —NOT the experience itself
  • Without a well-designed and interesting experience, mechanics add clutter and confusion.
  • Dusting game mechanics on a process or product will NOT miraculously make that experience more exciting

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

What kind of experience does the player have as a result of playing the game? What's your story or epic adventure? Stories are a powerful way to generate an emotional response and helps to keep your players engaged in the experience. What does it look like? Do the aesthetics of the game express your key message? Do they add value as far as the target audience is concerned? Technology - What are they playing on? The choice of platform and technology will have a huge impact on what kind of gamification program can be built. And last but NOT least, is it FUN? If not, why should anybody play it?

Dangers Downunder:

  • Remember: Gamification ≠ Technology – Although technology can greatly enhance your project – it is foremost about the players experience.
  • Don’t focus on the ‘bells, whistles, and glitter – but DO make it aesthetically pleasing for your players.
  • Don’t forget the FUN!

As with any new process, you’ll succeed when you’re willing to evaluate and adapt. You’ll examine both the game mechanics and the behaviors that are critical to motivate the behaviors that you need. Both will change as you learn about your players, and as they learn how to play your game. Remember, we want to make this fun for them, so that you will successfully achieve your business objectives.

Think through and answer: How will gamification help you to achieve your business objectives?

About Your Host: A gamification speaker and designer, Monica Cornetti is rated as the #1 Gamification Guru in the world by UK-based Leaderboarded. She hosts a weekly Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification techniques that can be used within the framework of corporate talent development.

Connect with Monica:

Twitter @monicacornetti.
Website: www.monicacornetti.com and www.sententiagames.com

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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 we continue and explore to 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.

Dangers in the Jungle:

  • Don’t record and measure everything
  • Don’t produce numerous and complicated reports and dashboards
  • Don’t count behaviors that don’t matter - focus on those that drive business objectives

Level 4: Saharan Crossing – How is the game played?

Determine the desired actions you want your players to do. What do you want to improve and identify the particular behaviors that have the potential to drive the greatest benefit to your program? Can you build on any of their existing habits?

Dangers in the Desert:

  • Don’t develop a list of behaviors to drive and then fail to track and measure
  • Don't gamify a behavior that doesn't actually provide value to your players
  • Beware of Unintended Consequences

Keep an eye out for unintended consequences - once you are able to measure the behaviors you want to gamify, you must watch out for the unintended consequences of each of these behaviors. Cheating is one of the most common unintended consequences of gamification so remember to build in stop points.

About Your Host: A gamification speaker and designer, Monica Cornetti is rated as the #1 Gamification Guru in the world by UK-based Leaderboarded. She hosts a weekly Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification techniques that can be used within the framework of corporate talent development.

Connect with Monica Twitter @monicacornetti.

Website: www.monicacornetti.com and www.sententiagames.com

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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).

Level 1: Urban Commander – Why are we playing?

Starting your gamification journey without knowing your overall business objectives will take you on a road to nowhere. Get agreement on what the real business objectives are. Why are we playing?

Beware of Urban Dangers:

  • Don't try to fix a broken product or service with gamification
  • Don’t start your gamification journey without knowing your overall business objectives – you’ll be on the road to nowhere.
  • Don’t forget to focus on the players – Ask… ‘What’s in it for them?

Level 2: Bonjour Mon Cher –Who are your players?

Who is the game for: the gluten intolerant, bourbon connoisseurs, or perhaps people who race bikes competitively? When defining your player, keep in mind age, gender, interests and skill levels. Define your target user group, making sure to identify all your players.

Pardon, non parlez Francais. Parlez vous Anglais? (Try to speak their language) —Beware of Paris Dangers:

  • Don’t forget: A game’s primary function is to entertain the player, and it is your job to create a ‘game’ that does so—are your players going to enjoy playing your ‘game’?
  • Don’t think of the player as your opponent—find ways to help them win
  • Don’t assume your players want things a certain way—remember your tendency for self-hugging, because you like things a certain way, you tend to believe that others also will

This handy tool you are about to use is a genuine hidden treasure of useful information about what you should pack and why on your journey into the realm of gamification.

About Your Host: A gamification speaker and designer, Monica Cornetti is rated as the #1 Gamification Guru in the world by UK-based Leaderboarded. She hosts a weekly Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification techniques that can be used within the framework of corporate talent development. Connect with Monica Twitter @monicacornetti. Website: www.monicacornetti.com and www.sententiagames.com

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With Special Guest Darryn Van Den Berg – founder of Passion 4 Development (p4d.co.za) – an Organizational Development Company based in Johannesburg, South Africa.

In this episode of Gamification Talk Radio, we’ll be discussing How Gamification Increases Value in Corporate Learning and Development.

To increase productivity and improve the bottom line -- savvy corporate T&D executives are quickly discovering the difference between adding Gamification to learning vs. adding GAMES to a learning program.

Darryn and his team have applied Gamification to learning programs with some amazing success and we’ll be talking about those success factors today!

You’ll hear:

  1. Why learning and development often does not help businesses in increasing their employee productivity and bottom line growth?
  2. The difference between Gamification and adding GAMES (simulations etc…) to learning.
  3. The challenges the future holds for businesses in their learning requirements and how Gamification is extremely valuable in solving these challenges!

About Darryn Van Den Berg: Passion 4 Development was founded by a husband and wife team - Darryn and Bronwyn Van Den Berg. The couple and their organization are totally passionate and excited to bring Gamification in a practical and real way to business, education, and Life in general. With a combined 20+ years of Organizational Development and business experience, both in Africa and internationally, Darryn and Bronwyn love to share and enable business growth into new and uncharted territories.

Connect with Darryn at www.p4d.co.za and on Twitter @darrynvdb

Libsyn

 **About Your Host:** 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 the Sententia Gamification Consortium, hosts a weekly Gamification Talk Radio program, and is author of the book  Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification techniques that can be used within the framework of corporate talent development.

Connect with Monica Twitter @monicacornetti.

Website: www.monicacornetti.com and www.sententiagames.com

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Overview of BLUErabbit | BLUErabbit

     **BLUErabbit** is a tool to superpower teachers and students. We want to change education around the world and make sure everyone has access to incredible and meaningful education.

     Because BLUErabbit is a relatively new platform for educators to use in their classroom – today Bernardo and I discuss what BLUErabbit is and what it isn't. We explore how to apply gamification in the classroom and analyze how it improves classroom engagement and results. Is it possible to take the stress away from grades and focus on learning? Listen and discover why gamification is the answer to the education crisis.

About Bernardo Letayf: Bernardo started as a web designer in 1998. He worked at JWT (marketing agency) for a year and afterwards started his journey in the training world working at EduMac as an Adobe Certified Instructor. In 2008 he started working at the American School Foundation. In 2010 he was introduced by a student to the concept of gamification and has read as much material as he can, regarding the matter applying this knowledge to his clients and classes. For the past two years, he has been working in the development of BLUErabbit.io a platform used to gamify education and increase the engagement in the traditional classroom.

He says BLUErabbit is his personal declaration of war on grades.

You can connect with Bernardo at the blue rabbit website: http://www.bluerabbit.io and on Twitter at @bluerabbitclass

About Your Host: 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 the Sententia Gamification Consortium, hosts a weekly Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification techniques that can be used within the framework of corporate talent development.

Connect with Monica Twitter @monicacornetti.

Website: www.monicacornetti.com and www.sententiagames.com

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Gamification is way more than badges and high scores on a leaderboard. It is finding creative and exciting ways to turn everyday work into engagement opportunities! Between mini disc golf tournaments, rock star awards, happiness wheels, murder mystery dinners and countless other pursuits, at his workplace, my guest today gives his team a compelling story to tell.

Today Nate and I discuss the techniques that have helped his support organization drastically reduce turnover and scale the mountain of engagement. We’ll cover the many different applications for gamification, including training and change management, while also laying out practical steps to implement your own program.

You’ll hear:

  • Types of problems that Gamification can help solve
  • Guidelines for setting up a program
  • Examples of game mechanics that work
  • Things to avoid when creating a program

About Nate Brown: Growing up, Nate specialized in “unique” games at least for kids. These included golf, tennis, badminton, and ping-pong. Most of his afternoons were spent kicking around a golf course, followed by evenings in our basement game room. The pinnacle of his youth came when he won a talent show by reenacting Disney’s “The Lion King” on rollerblades.

Nate works for UL (Underwriters Laboratory) in the area of Workplace Health and Safety. Nate has never stopped playing games, and has now found many great ways to do while at work. Recently Nate has been participating in the larger support community through blogging and speaking. He has led sessions on Customer Effort Score and Gamification at the ICMI and HDI Conference and Expos. He is also the author and founder of the blog CustomerCentricSupport.com.

Nate and his wife have two daughters and live in Nashville, Tennessee where he enjoys disc golfing, fishing, photography and serving in his local church. You can connect with Nate at his blog: www.customercentricsupport.com and on Twitter at @CustomerIsFirst

About Your Host: 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 the Sententia Gamification Consortium, hosts a weekly Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification techniques that can be used within the framework of corporate talent development.

Connect with Monica onTwitter @monicacornetti.

Websites: www.monicacornetti.com and www.sententiagames.com

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Gamification may be widely talked about in the media, but it's still not widely taught in school. But today you’ll hear how Los Angeles Film School instructor David Mullich teaches his game design students about gamification.

In his gamification workshop, David's students learn to:

  • Specify a user journey, from onboarding to mastery, for a business or non-profit activity to gamify
  • Identify the type of user most likely to be attracted to that activity
  • Select the appropriate game mechanics to engage users at each stage of the user journey

Today you'll hear David's point of view on how gamification is generally viewed by other video game designers, why he decided to include gamification in his game design course, and his game design students' reaction to gamification.

About David Mullich: David is a video game producer who has worked at Activision, Disney, Cyberdreams, EduWare, 3DO and the Spin Master toy company. He is currently a game design and production consultant; Lead Faculty, Game Production Program at The Los Angeles Film School; co-creator of the Boy Scouts of America Game Design Merit Badge; and answer kid’s questions about game design on the Boy’s Life website. At the 2014 Gamification World Congress in Barcelona, he was listed as the 14th ranking "Gamification Guru" in social media.

Connect with David at http://www.electricsheep.biz and on Twitter at @David_Mullich.

Libsyn

 **About Your Host:** 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 the Sententia Gamification Consortium, hosts a weekly Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification techniques that can be used within the framework of corporate talent development. Connect with Monica Twitter @monicacornetti. Website: www.monicacornetti.com and www.sententiagames.com

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WHY We Play – Part 2

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, mechanics, and dynamics that they'll actually enjoy, that will cause them to want to play.

Today’s episode is Part 1 of an outtake from a recent webinar that Sententia hosted with Jonathan Peters, PhD entitled Why We Play.

You’ll hear Jonathan explain the 16 WHYS that we use at Sententia. For many people, the 16 WHYS feels, looks, sounds like something they’ve gone through before. But it’s actually quite different.

Jonathan tells us why it’s different, and also introduces you to the 14 WHYS that relate directly to gamification and how and what each of us defines as FUN. After all, wouldn’t it be better if people wanted to engage in your programs rather than being prodded and pushed?

If you’d like a copy of the whitepaper that Jonathan references in the program, simply email me guru@sententiagames.com and ask for The 16 Whys Whitepaper.

Today, enjoy Part 2 of this program. If you missed Part 1, look back in the archives and be sure to listen. I look forward to your comments and questions.

About Jonathan Peters, PhD:

Jonathan Peters, Ph.D. Is an international speaker and writer. He has spoken before audiences from Melbourne, Australia to Augusta, Maine. His specialty is marketing and customer experience, helping audiences identify what motivates their customers and learn how to speak toward those motivators.

Jonathan has authored four books, including Cavemen Can’t Market, the first in the Caveman Trilogy. He has also ghostwritten 31 non-fiction books. Jonathan is the Chief Motivation Officer at Sententia and is also an adjunct professor at the University of Nevada, Las Vegas where he instructs senior-level business majors. Connect with Jonathan on Twitter @jpetersphd and at www.jonathanpetersphd.com.

About Your Host: A gamification speaker and designer, Monica Cornetti is rated as the #1 Gamification Guru in the world by UK-based Leaderboarded. She is the Founder and CEO of the Sententia Gamification Consortium, hosts a weekly Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification techniques that can be used within the framework of corporate talent development. Connect with Monica Twitter @monicacornetti. Website: www.monicacornetti.com and www.sententiagames.com

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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, mechanics, and dynamics that they'll actually enjoy, that will cause them to want to play.

Today’s episode is Part 1 of an outtake from a recent webinar that Sententia hosted with Jonathan Peters, PhD entitled Why We Play.

You’ll hear Jonathan explain the 16 WHYS that we use at Sententia. For many people, the 16 WHYS feels, looks, sounds like something they’ve gone through before. But it’s actually quite different.

Jonathan tells us why it’s different, and also introduces you to the 14 WHYS that relate directly to gamification and how and what each of us defines as FUN. After all, wouldn’t it be better if people wanted to engage in your programs rather than being prodded and pushed?

If you’d like a copy of the whitepaper that Jonathan references in the program, simply email me guru@sententiagames.com and ask for The 16 Whys Whitepaper.

Today, enjoy Part 1 of this program, we’ll bring you Part 2 next week. I look forward to your comments and questions.

About Jonathan Peters, PhD:

Jonathan Peters, Ph.D. Is an international speaker and writer. He has spoken before audiences from Melbourne, Australia to Augusta, Maine. His specialty is marketing and customer experience, helping audiences identify what motivates their customers and learn how to speak toward those motivators.

Jonathan has authored four books, including Cavemen Can’t Market, the first in the Caveman Trilogy. He has also ghostwritten 31 non-fiction books. Jonathan is the Chief Motivation Officer at Sententia and is also an adjunct professor at the University of Nevada, Las Vegas where he instructs senior-level business majors. Connect with Jonathan on Twitter @jpetersphd and at www.jonathanpetersphd.com.

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About Your Host: A gamification speaker and designer, Monica Cornetti is rated as the #1 Gamification Guru in the world by UK-based Leaderboarded. She is the Founder and CEO of the Sententia Gamification Consortium, hosts a weekly Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification techniques that can be used within the framework of corporate talent development. Connect with Monica Twitter @monicacornetti. Website: www.monicacornetti.com and www.sententiagames.com

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By now you’ve heard about gamification for corporate learning and organizational development, but how do you take the elements of gamification and make them a reality within your organization?

Are you asked to show a measurable ROI on areas like:

  • Improved employee performance
  • Improved employee satisfaction and retention
  • Saved time
  • Saved money
  • Overall competitive advantage

This week on Gamification Talk Radio, Monica will share with practical low-tech elements for gamification, real-life examples, nifty tips, and a step-by-step approach for implementing gamification concepts in your talent management program.

You can gamify your content, and you don’t have to have a high tech platform to do it.

If gamification is 75% psychology and 25% technology – then why not get started with a low-tech gamification design strategy this week?

About Your Host: A gamification speaker and designer, Monica Cornetti is rated as the #1 Gamification Guru in the world by UK-based Leaderboarded. She hosts a weekly Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification techniques that can be used within the framework of corporate talent development. Connect with Monica Twitter @monicacornetti. Website: www.monicacornetti.com and www.sententiagames.com

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This week Monica welcomes one of America's top doctors, Dr. Howard Green.

Mobile apps are an integral part of most of our lives and and their use in the workplace as well as in our personal lives is growing.

In this fascinating segment we'll explore SkinPhotoTextMatch - a medical information technology company currently focused in the field of Dermatology. The company has recently launched the world’s first cooperative apps to use gamified collective intelligence to provide professionally guided medical search service to the consumer - Skinstamatic, Dermgrandrounds, and Wikiskinatlas.

About Dr. Green: CEO and Founder Dr. Howard Green graduated from the George Washington University and obtained his medical degree from the Boston University School of Medicine. He completed residency training in dermatology at Harvard Medical School, and was certified by American Board of Dermatology. Dr. Green has published numerous scientific papers and holds several medical patents. For the last 17 years, he has been selected by his peers and Castle Connolly Medical, LTD as one of America's Top Doctors. Connect with Dr. Green www.skinphototextmatch.com. On Linkedin - linkedin.com/in/dermhag

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

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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.

Stories help us to organize and remember information and tie content together. Our brains are hard-wired to think and express in terms of a beginning, middle and end. It's how we understand the world.

When a story reaches our hearts, it takes hold of us, and we want to hear more. Our minds remember stories, especially stories with emotions attached, much better than they remember lists, numbers, or concepts.

The gamification of learning is more than just building games into learning. It is a systematic process of using strategies that are based on the principles of good game design. Creating a story or epic quest is my favorite! How about you? Please feel free to share your ideas and comments with us.

Download the FREE Sample Lesson from The Gamification Starter Kit. This free lesson gives you a ton of story writing tools you can use to turn an idea into a successful story from beginning to end.

About your Host: A gamification speaker and designer, Monica Cornetti is rated as the #1 Gamification Guru in the world by UK-based Leaderboarded. She hosts a weekly Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification techniques that can be used within the framework of corporate talent development. Connect with Monica Twitter @monicacornetti. Website: www.monicacornetti.com and www.sententiagames.com

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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!

Listen in and enjoy Part 1 of our discussion of gamification... motivation, mastery, and manipulation.

About Dutch Driver: Dutch's 15+ years in organization development embraces a broad-reach of sectors; chiefly in Aerospace, the Federal government, Healthcare, Higher Education and non-profits. He is a NASA certified Lean Six Sigma Black Belt, a Certified Scrum Master in the Agile project management process, certified at Master Level III in Gamification, and certified Myers-Briggs Type Indicator provider. He holds a B.A. degree from McMurry University and a M.A. degree from Texas A&M University. Connect with Dutch on Twitter: @Dutch_Driver

About Your Host: 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 bookTotally 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 website www.monicacornetti.com or www.SententiaGames.com

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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 session we discuss:

  • Gamification and Millennials in the workplace
  • How do we motivate workers who are not motivated to achieve?
  • Frequent Flier Programs – when do they work and when do they stop working?
  • Is there a way to gamify work in the federal government?

We’ve all experienced push back to a new or innovative idea in the workplace. There is the fear of change, fear of failure, uncertainty of where to begin… which delays and most times squelches change initiatives in most organizations.

Listen in and enjoy Part 1 of our discussion of gamification and the 2020 workforce.

About Dutch Driver: Dutch's 15+ years in organization development embraces a broad-reach of sectors; chiefly in Aerospace, the Federal government, Healthcare, Higher Education and non-profits. He is a NASA certified Lean Six Sigma Black Belt, a Certified Scrum Master in the Agile project management process, certified at Master Level III in Gamification, and certified Myers-Briggs Type Indicator provider. He holds a B.A. degree from McMurry University and a M.A. degree from Texas A&M University. Connect with Dutch on Twitter: @Dutch_Driver

About Your Host: 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 bookTotally 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 website www.monicacornetti.com or www.SententiaGames.com

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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:

  • What are the key differences in motivation between genders in the workplace
  • How do ladies subtly differ from men in decision making and competition
  • The top tips in engaging the ladies.
  • And as a Bonus - An example of a marketing campaign that appeals to both sexes

With a long background in learning and development and instructional design, An will also share where she sees learning heading thanks to gamification and some of her top tips for gamification in eLearning.

About An Coppens: An Coppens is the Chief Game Changer at Gamification Nation Ltd, where the vision is to make business and learning more fun and engaging. She is an award winning business coach, learning & development professional, author and speaker.

With Gamification Nation, An offers gamification design services and online learning programs which are designed to encourage winning behaviors and improve business results in the areas of sales, recruitment, learning and productivity.

You can connect with An at: an.coppens@gamificationnation.com or on Twitter @AnCoppens

About Your Host: 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 the Sententia 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 website www.monicacornetti.com or www.SententiaGames.com

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With special guest Jordan Fladell, EVP and Co-Founder of mLevel (www.mlevel.com)

Today we’re going to 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.

Jordan is going to help us understand how to: know what belongs where, understand user behaviors on mobile devices, handle our design approach, map our plan to track mobile... and more! It’s going to be great!

About Jordan Fladell: EVP and Co-Founder of mLevel, the world’s first casual learning platform designed for the enterpise. He brings a unique viewpoint to the learning world as for the past twenty years Jordan has been delivering and educating corporations on disruptive technologies witnessing firsthand the engagement challenge companies face today. The excitement and passion for helping companies successfully drive advancement via education is what Jordan brings to the table each and every day. Connect with Jordan on Twitter @mlevellearning and his website: www.mlevel.com

About Your Host: 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 the Sententia 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 website www.monicacornetti.com or www.SententiaGames.com

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With special guest, Igor Radic - CEO and VP of Funifier Gamification Platform.

For someone new to the industry, the concept of Gamification can be hard to grasp let alone implement.

Funifier is taking it back to the basics – Their platform is built on the question: Why can't the implementation of Gamification projects be simple and straight forward?

The rallying point of Funifier is to bring back the fun and common sense in gamification platform integration by focusing on:

  • Bringing back the "fun" into the gamification platform
  • Bringing back the "Common sense" for integration point
  • Let's talk about UX/UI user experience and the user interface
  • Last but not least, the game administrator

Be sure to let everyone in your network who is looking for a gamification platform – know about this program – they can download the recording, and they’ll thank you for it!

About Igor Radić is a senior operations strategist with 15+ years in the various industries that include project management, sales, and system integrations. Igor has lead large teams to attain company goals and organic growth through the use of game mechanics and incentive programs. He’s got international perspective. Born in Ex-Yugoslavia, Igor attended university in Montreal and traveled extensively (Across all continents) for work and pleasure which puts him in touch with people from different backgrounds and perspectives. He has spent countless hours on customer relations and Igor guarantees that his customers are content with the outcome of every project.

Connect with Igor on Twitter @TheFunifier or the company website www.funifier.com

About Your Host: 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 the Sententia 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 website www.monicacornetti.com or www.SententiaGames.com

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With special guest – Alice Keeler.

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.

In 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.

You’ll learn:

  • The steps to gamifying a classroom
  • Teacher beware – what cautions would you advise teachers
  • Advice for how to approach leadership (principles, school board) with the plan for implementing gamification
  • The most difficult challenges when adding gamification to a classroom
  • High-tech, low-tech, no-tech… what is the best way to add gamification in the classroom?

About Alice Keeler: Alice lives in Fresno California where she is a mother of 5 and teaches in the credential program at Fresno State University. She is a Google Certified Teacher and the author of the book 50 Things You Can Do with Google Classroom. Connect with Alice on Twitter @alicekeeler and www.alicekeeler.com.

About Your Host: A gamification speaker and designer, Monica Cornetti is rated as the #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the Founder and CEO of the Sententia 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, Web: www.monicacornetti.com and www.SententiaGames.com, Email: monica@monicacornetti.com

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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 today's program Gal and Monica explore how gamification is:

  • Becoming the new corporate performance management
  • Used to appeal to the people below the top 10 percentiles on your leaderboard
  • Creating new concepts of performance management and transparency -- the quantified self
  • Applied in complex scenarios of skill acquisition and training

About Gal Rimon: The founder and CEO of GamEffective, a next-generation gamification company. GamEffective offers solutions for sales, customer service, and on-boarding, offering clear calls to action, rich game narratives, and cross platform integration. Prior to founding GamEffective Gal served as Chief Executive Officer of Ness-Gilon Global and Chief Executive Officer of Synergy at Gilon Business Insight Ltd, a Business Intelligence Provider. Connect with Gal at @gameffective and @galrimon on Twitter.

About Your Host: A gamification speaker and designer, Monica Cornetti is rated as the #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the Founder and CEO of the Sententia 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, Web: www.monicacornetti.com and www.SententiaGames.com, Email: monica@monicacornetti.com

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Games, gamification and game-based learning have entered into the vocabulary of trainers, eLearning developers and instructional designers around the globe in the past few years. But, while the use of games for learning seems like a good match… there are a lot of questions that arise.

  • How should games be integrated into the curriculum?
  • Can attitudes and behaviors change 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.

In this episode of Gamification Talk Radio, Karl and I discuss:

  • How to apply game-based strategies to the presentation of learning content
  • Three principles for adding gamification and game-ideas to learning curriculums
  • Attributes of games that improve learning recall and application
  • How gamification impacts learning design and development

About our guest Karl Kapp:

Karl Kapp, Ed.D., is a researcher, analyst, speaker, professor and designer of instructional games and gamification. He is a full-professor of Instructional Technology at Bloomsburg University in Bloomsburg, PA. where he teaches subjects related to games, gamification and learning technologies. Karl is the Director of Bloomsburg’s Institute for Interactive Technologies which works with organizations to create interactive instruction including games and simulations.

Karl has authored or co-authored six books including The Gamification of Learning and Instruction and its accompanying how-to-book The Gamification of Learning and Instruction Fieldbook.

Connect with Karl: www.karlkapp.com and on Twitter @kkapp

About Your Host: A gamification speaker and designer, Monica Cornetti is rated as the #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the Founder and CEO of the Sententia 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 the best in gamification design for corporate learning.

Connect with Monica on Twitter @monicacornetti, Web: www.monicacornetti.com and www.SententiaGames.com, Email: monica@monicacornetti.com

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With special guest Philipp Busch.

I met Philipp at the Gamification World Congress in Barcelona recently and saw his presentation on the topic.

In today's episode we'll be discussing: The Hackathon "Gamification for Social Good" in Ethiopia - Building a gamified App in 4 days

The direction of our show is a little different than usual because today we’re going to explore and hear first-hand how to organize and carry out a Hackathon.

  1. What is a Hackathon?
  2. An overview about how to manage the process - how was it structured?
  3. How do you choose the right participants?
  4. How do you keep the participants motivated?
  5. Did you use Gamification in the Hackathon?
  6. How can you manage to push some results in just 4 days?
  7. What is the task of the Teamkeeper or Facilitator?
  8. What are the benefits for the participants?
  9. How can Gamification help to solve real-world-problems?

About Philipp Busch: Philipp Busch works for GIZ since October 2014 and is part of the team Digital Learning and Virtual Collaboration. He is responsible for Gamification and Digital Motivation. He obtained a Masters’ degree in Economics and Geography at the University of Mainz, then continued studying to do his second Masters’ degree in Information Systems and Business Administration. At the moment, he is working on his doctoral thesis about Gamification in Development Cooperation. Connect with Philipp: @philipp_busch (Twitter); www.giz.de

About Your Host: A gamification speaker and designer, Monica Cornetti is rated as the #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the Founder and CEO of the Sententia Gamification Consortium and 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

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We have a super fun guest with us today.

Jan Bidner and I met recently at the gamification world congress in Barcelona. We sat together at the first session I attended 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.

That is why gamification won’t work if we use prefab game mechanics without knowing why people would engage with the activity.

On today’s program, Jan and I discuss what really motivates us and what can we do in our gamification design to engage our players in the core activity.

About Jan Bidner: Jan lives in Umeå (a university town in northern Sweden with a population of 120 000). He has worked as a stage actor and drama teacher, and has been an IT-professional since 2003.

Since 2013 he has been with Sogeti, where his role is a project manager and gamification expert. Jan has been developing educational games and pursuing knowledge about learning, pedagogy and motivational design ever since he started his IT studies. Connect with Jan: @janbidner, www.sogeti.se and www.endigo.se

About Your Host: A gamification speaker and designer, Monica Cornetti is rated as the #1 Gamification Guru in the World by UK-Based Leaderboarded. She is the Founder and CEO of the Sententia Gamification Consortium and 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

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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.

Gamification does NOT mean making a computer or a video game, and expecting it to motivate people … it means taking the concepts around games and using them in an authentic way to drive the behavior you want to get.

This week let's go back to the basics and learn why Gamification works, in what context it is most effective, and why you as an L&D Professional should consider using it in your instructional design and delivery in 2015.

Learn more about earning a Gamification Certificate for L&D Professionals at www.sententiagames.com

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

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“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?”

The Answer = Brains on the Beach

In this episode learn more about Brains on the Beach, their 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. The Brains are put into diverse teams and have 48 hours to solve the challenge. However, the teams cannot use old tools and frameworks, as we encourage them to innovate a new solution never used before. And because there’s no prize money and no-one wins the client, all impediments for holding back (other than ego) are removed. The Brains therefore have to walk-the-talk they bring to their own practices.

After the present-backs to the client, the Brains leave having experienced one of the most powerful personal and professional development programs they’ve ever been through. The client walks away with new insights and solutions to their challenge. Anything discussed or presented is freely shared between the Brains, for them to further develop if they wish. It really is win-win.

Read more about Brains on the Beach here: http://bit.ly/BrainsontheBeach

About James Bishop: James is a native of New Zealand and long term resident of Hong Kong. A dynamic facilitator and learning experience designer, over the last 8 years, James has designed and delivered over 550 days of programs in 17 countries to more than 18,000 people from over 135 companies. James is also one of the Founders of Brains-on-the-Beach (https://www.linkedin.com/groups/Brains-on-Beach-4423938/about).

The organization brings together the best coaches, trainers, facilitators and business experts to develop workplace solutions for corporate and NGO clients around the world. Email James: james.bishop@koru.hk

About Your Host: 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.

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With Special Guest Dave Blum, Founder of Dr. Clue Treasure Hunts. (www.drclue.com)

What do you do if your favorite things in the world are playing board games, solving puzzles, working with teams, and traveling around the world? That’s the question Dr. Clue founder and San Francisco Bay Area native, Dave Blum, asked himself back in 1995. Coming from a varied career in ESL, tourism and non profits, Dave got to thinking: “Surely there’s something I can create that incorporates all my interests and hobbies?” And so Dr. Clue Treasure Hunts was born.

According to a recent Gallup poll, active employee disengagement is costing U.S. businesses an estimated $500 billion annually.

Luckily it does NOT have to be that way.

Through gamification and a laser focus on team "community", organizations are turning the tide of disengagement, and creating energized work environments in which teammates simply cannot wait to the get to the office.

In this episode we explore:

  • The three biggest reasons employees "check out"
  • How games and simulations can bring clarity around your team's current disengagement rate
  • The 7 ways to create an unstoppable team with a strong sense of community, one in which people will sacrifice long hours (and pay) simply for the sake of the team

About Dave Blum: Over the past 20 years, Dave and his team have created thousands of gamified, team-development events, from treasure hunts to virtual icebreakers to Corporate Social Responsibility events. His signature "Clue Trek" program is currently performed in over 145 hunts worldwide, on three continents, including Chicago, New York, Las Vegas, Orlando, London, Paris, Geneva, Madrid and even Dubai. Some of his clients include Oracle, Cisco, T-Mobile, Bank of America, eBay, Facebook, Apple, Netflix, Johnson and Johnson, and many others. Twitter: @drclue

About Your Host: 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.

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This episode of is brought to you from the fourth annual Gamification World Congress held in Barcelona (Spain) on the 11th of November this year (2015).

The Gamification World Congress had a number of practical workshops led by globally renowned experts where attendees could learn about and implement the latest methodologies and tools to find game-based solutions for the business world.

The panel discussion was led by my colleague Jan Bidner and the panel includes An Coppens Chief Gamechanger at Gamification Nation, Peyman Vahedi, principal of a secondary Upper school in Kramfors, and myself.

In Part 2 our topics include:

  • Cheating - is it cheating or creative thinking and innovation?
  • Gamification in education - what is the proper place for gamification in education and what tools should be used?
  • Gamification as an industry title - is there a better name that describes accurately what it is that we are working (playing) to achieve.

Links to panel participants websites:

  • An Coppens : http://ancoppens.com/
  • Peyman Vahedi : https://www.laragenomspel.se/
  • Jan Bidner: http://www.sogetipodcast.se/gamification/

About Your Host: 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.

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Reflections from Gamification World Conference 2015 This episode of is brought to you from the fourth annual Gamification World Congress held in Barcelona (Spain) on the 11th of November this year (2015).

The panel discussion was led by my colleague Jan Bidner and the panel includes An Coppens Chief Gamechanger at Gamification Nation, Peyman Vahedi, principal of a secondary Upper school in Kramfors, and myself about our impressions from the conference.

The Gamification World Congress had a number of practical workshops led by globally renowned experts where attendees could learn about and implement the latest methodologies and tools to find game-based solutions for the business world.

Links to panel participants websites:

  • An Coppens : http://ancoppens.com/
  • Peyman Vahedi : https://www.laragenomspel.se/
  • Jan Bidner: http://www.sogetipodcast.se/gamification/

About Your Host: 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.

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This week Toby is going to tell with us how to gamify our social media sales and marketing activity using the Rise Leaderboard. Using the power of 'gamification' Toby will explain how you can increase engagement around your product or service, create entirely new profitable businesses, and become friends with the most influential people in your industry...

He’s also going to share a case study of how Glass of Bubbly went from a startup to a successful publishing business using a gamified leaderboard for the champagne industry.

Meet Toby and Monica in person this week at the Gamification World Congress in Barcelona, Spain. More information is at this link: https://gamification.world/congress/gwc-2015

About Toby Beresford: Toby specializes in building engaged teams and communities via digital media. He is the founder and CEO of universal scorekeeping platform Rise. Previous to Rise he founded and sold the social media agency 'Nudge'. Toby is a founder of GamFed.com the professional association for gamification, a top 10 'Gamification Guru', and a regular contributor to Sky News as a Social Media Expert. And … he also plays a mean game of ping pong. Connect with Toby at http://www.rise.global and on Twitter @tobyberesford.

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

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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! 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.

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 education, talent development, productivity, and even, quality of life.

Discover how to create a fun, collaborative gamification experiences in which ‘players’ are interested in greater interaction and understanding of the ‘rules of the game.’

About Your Host: Monica Cornetti
Founder and CEO, Sententia
www.SententiaGames.com
www.monicacornetti.com

A professional speaker and gamification 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.

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Roman Rackwitz – a Gamification Pioneer

Date: Saturday, October 17 Time: 11:00 a.m. CDT Topic: Why Gamification Works – Even for Serious People

And since Roman is based in Germany – he is going to bring us his unique perspective of gamification design and implementation in his country -- with the serious Germans.

We will explore:

  • How Gamification succeeds by focusing on the individual level rather than on the organizational one?
  • Why Gamification is a natural fit for societies like Germany?
  • How is the Gamification industry in Germany doing?
  • What are the particular challenges for the industry in Germany or let’s say central Europe?
  • What kind of organizations are looking for Gamification?
  • Is there a significant market coming up for Gamification approaches?
  • Can you see interesting connections between Gamification and other actual trends?

About Roman: Roman Rackwitz is a Gamification Pioneer from Germany. As the founder of Engaginglab (engaginglab.com) he leads the first established Gamification Agency within the German speaking countries (D-A-CH). He is rated a Top 10 Gamification Guru in the World by the agency Rise.Global, and is a Partner at the Enterprise Gamification Consultancy (enterprise-gamification.com/). In 2015, Roman founded RACKSOCIAL. It uses the knowledge, and the experience from Gamification, about how to create attention and engagement on Social Media. He is the Chair at GamifyCon, Germany's first Gamification Conference (gamifycon.org) and co-founded GamFed, the worlds first Gamification Association.

About Your Host: 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 host of the weekly Gamification Talk Radio program.

Monica is a former Corporate Executive and an influential speaker, writer, and gamification expert in the Talent Development industry. She holds a Bachelors degree in Psychology, a Masters in Economic Development and Entrepreneurship and has been featured on the cover of Bloomberg's BusinessWeek.

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

www.monicacornetti.comwww.sententiagames.com

More about Gamification World Conference: https://gamification.world/congress

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Learning communities—when done well—create a collaborative environment where learners thrive, contributors do their best work, and learning is fostered that can be applied to tackle complex real-world issues.

This week my guest, Gamification Guru An Coppens, and I delve into how to create a Gamified Learning Community and that advances these types of immersive experiences.

With an extensive background in eLearning, An has earned a reputation for bringing solid gamification strategy and fun to create more enriching learning experiences. Today you’ll learn how to stretch your thinking about the value of adding a Learning Community into your organization’s talent development plan.

About An Coppens: An Coppens is the Chief Game Changer at Gamification Nation Ltd, where the vision is to make business and learning more fun and engaging. She is an award winning business coach, learning & development professional, author and speaker. An offers gamification design services and online learning programs designed to encourage winning behaviors and improve business results in sales, recruitment, learning and productivity. Connect with An at: www.gamificationnation.com

About your host: A gamification speaker and designer, Monica Cornetti is rated as the #1 Gamification Guru in the world by UK-based Leaderboarded. She hosts a weekly Gamification Talk Radio program, as well as author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification techniques that can be used within the corporate talent development environment. Connect with Monica Twitter @monicacornetti. Website: www.monicacornetti.com