22 February 2021
0:00 - 1:00
GMTMeet Your Hosts
Welcome and Introduction
Prepare for an Unprecedented Adventure! Time to embark on a 48-hour gamified experience. Meet your hosts and learn about the gamified aspects of this conference.
The Octalysis Group
The Octalysis Framework for Gamification & Behavioral Design
Learn how to use Gamification to make a positive impact on your work and life using the Octalysis Framework. A human-centric gamification design framework that lays out the eight core drives for humans motivation developed by Yu-Kai Chou. The framework is based on the premise that systems are “function-focused”, designed to complete a task as quickly as possible, similar to a factory process assuming workers will complete their tasks in a timely manner because they are required to do so. However, human-focused design acknowledges that people, unlike machines in a system have feelings, insecurities, and reasons why they want or do not want to do certain things, and therefore, optimizes for their feelings, motivations, and engagement. Learn how to avoid procrastination, find your purpose, and live your life like a gamer.
2:00 - 3:00
Impro Theatre-The Home of Narrative Improvisation
What if? Why not? How about?: Build your Possibility Thinking Muscles
If we're going to change the game, we need a new mindset, new muscles, to get unstuck, find new choices. Instead of focusing on what we can’t do, let's say “What if? Why not? How about?” and build the pathway to more creative learning. Let's work out our possibility thinking muscles! In this workshop, build the muscles of “YES AND” possibility thinking with award-winning improvisor and Instructional Designer, Sue Peahl. She will lead you in some very simple, fun, playful, everyone-can-do-them, exercises to get us ready for the GamiCon21V experience.
3:00 - 4:00
The Game of Life - How Experiential Learning and Gameful Design can, and do, Intersect
In a review of the Intrinsic Motivators inherent to effective gameful design, this presentation will compare aspects of gamified experiential education with recommendations as to how the best can be made of both these philosophies.
4:00 - 5:00
The Epic Use of Design Thinking in Gamification
Properly managed, the game space is a safe place for students and teachers to once again take risks without triggering concern for “how it will affect the grade”.
Walking through "The Habbit" gamified learning program, attendees will go on an adventure to discover how Design Thinking can be used to superstruct the training of instructors in applying gamification to design challenges.
5:30 - 6:30
Escape the Tomb
Online escape rooms can be a powerful approach to team problem solving, and Escape the Tomb will fully test your knowledge and out-of-the-box approach to problem solving. Best of all, you’ll go through this experience in teams.
Do well and fabulous prizes await you. The alternative is ...[More]
6:30 - 7:00
Gentle Bamboo Solutions
What's in it for the Learner?
The pandemic has made live virtual sessions a new reality for learning and development among companies in India. The most common complaint in such programs is that learners are not engaged and that facilitators do not have the tools to make learning engaging in this new environment.
The tools facilitators were recommended to use did not seem to be built for learning... [More]
7:00 - 7:30
Kerstin Oberprieler, PhD.
KangaZoo: Demo and Design Journey
Think Government is too conservative to have fun? Think again!
Presenting ‘KangaZoo’, a game about Australia’s beautiful flora and fauna. Developed for the Australian Government, KangaZoo lets you explore Australia, capture and rehabilitate injured animals, and meet diverse characters along the way.
Learn about how to take a client from concept to reality, and see a demo of this award-winning game! (Finalist in the Australian Game Developer Awards 2020).
8:00 - 8:30
Evivve: The Leadership Game - Learn Problem Solving through Play
Determine competency, define session objectives and target group to build a game-based learning experience that fits your need and achieves the learning objective you have in mind.
Seven Steps To Gamification Success
Pete talks you through the Gamification+ framework for designing & delivering gamification projects. After 8 years of gamification consulting, the seven stages in this process are the secret to our continuing success.
For each stage Pete will explain how to apply it, the best practices from around the industry to apply at each stage and a few of the critical issues to watch out for.
You can have a free copy of the framework as a takeaway, but you will have to play and win the game to earn it
11:00 - 11:30
Three Ways to Gamify an E-Learning Course Beyond PBL
The session will present three ways to gamify an e-learning course beyond PBL: 1. Creating a meaningful challenge, 2. Setting clear goals, 3. Creating meaning. These topics are widely covered theoretically, yet rarely well implemented. The aim of this session is to provide some guidelines that can quickly improve the quality of the gamified module.
11:30 - 12:00
IE Business School
Gamification in Business Education
At IE Business School in Madrid, our department has been creating interactive learning experiences in business education for the past decades, and we have seen how our gamified learning materials can make a difference. Whether directly involved in business education and related areas or not, you will certainly find nuggets that you can apply for your learning efforts from the best in the field. We will share our experience, show examples and play together!
12:30 - 13:30
Harvard Business Publishing
Smart Stories: Under the Hood of Narrative Simulations
Certain games use different quantitative features "under the hood" to enrich the pedagogical impact of gameplay. I’ll show four examples of how simple features and functionalities added to a branching game pay huge dividends to the learner.
The first is simple: every decision the user makes tips the scales between three values, and the resulting (im)balance illustrates the application of the framework being taught.
The second is about introspection and self-discovery... [More]
13:30 - 14:00
How Can a Digital Moose Improve the User Experience for Tourists?
We need to know what’s in it for the users. What motivates them to engage with your service. WHO are we actually designing for? And WHAT do they need to do? What are the behaviors we need to support? What are the user stories that we need to enable? HOW could we support that within our design and decided features?
How did we handle the design challenges for a digital project that aims to get more tourists to...[More]
Level the Playing Field: Discovered Enablers and Barriers when Implementing Gamification in the Learning Environment
Gamification for learning is widespread, and there has been a focus on student increased performance when using gamified educational technology. However, there has been less attention given to identifying and solving the challenges of implementing gamification in the learning environment. This presentation concerns two courses using a similar gamification design in the same learning management system. Despite similar demographics, learning contexts and gamification setups, the two implementations produced opposite outcomes; one positive and one negative—the presentation illustrates a gamified intersection giving voice to the students, teachers and gamification designers.
Gamification for Online Courses: 5 Myths About Gamification that Keep You from Better Completion Rates
Are you online course completion rates, getting you down? Then Gamify! There are many misconceptions about gamification for online/digital courses and what it can actually do to transform your online course. Alyea uncovers the 5 myths of gamification for online/digital courses, then make suggestions on how gamification can increase online/digital course completion rates which in turn means repeat customers with less marketing.
16:30 - 17:30
Dennis Glenn Consulting
Can You Learn to Create a Micro-Learning App in Under an Hour?
At the end of this workshop, you will: Create a business plan for micro e-learning simulations using a tutorial of the Business Model Canvas program created for my graduate students. I present the Business Model Canvas as a planning and organizational methodology to share the development process with your team.
Author two micro-learning apps with software provided where a user must complete a task to demonstrate mastery... [More]
Free to Play Gamification
"Thank you Mario, but your princess is in another Castle" - Declared, Nested, Suggested and Narrative Goals in Gamified E-Learning
We'll take this session to discuss goal setting and challenge design in gamification. Some topics we'll explore are nested goals, arbitrary goals, non-verbal goal queues, secondary goals, optimization goals, uncertain results and progression goals. We'll examine how this affects attention spans, motivation direction, and measurable learning.
19:00 - 19:30
The Dark Side of Gamification
Gamification is supposed to be fun. That’s why businesses, organizations, and individuals use it on a daily basis. Why else would someone play games? But what are the ethics of gamification? What stops someone from doing something nefarious? Is there a limit to gamification? Should it be up to academics, the government, or individuals to police how gamification is used? Can you imagine a world dominated by the Black Mirror episode Nosedive? Join three gamers, designers, educators, and academics as they discuss a world where everyone you interact with is rated on a five-star scale.
19:30 - 20:00
Dr. Ginger Malin
Digital Badges and Micro-Credentials: The New Currency of Credentialing
This session will discuss how stackable micro-credentials differ from traditionally offered credentials, and present case studies about how they provide additional value for professionals while developing new revenue streams for organizations. We’ll explore: "Is a digital badge a micro-credential?", "What’s involved in developing and granting micro-credentials", "How to generate new revenue streams with micro-credentials", and "The innovative trends and how to stay ahead of the curve so you’re future-ready".
The Global Game Jam
Intrinsic Rewards are why Games are better than Schools for Learning
Although reward structures are successful in games, the types of rewards used in education typically impede the learning process. Badges and other rewards have generally failed to take root in education because of deep-seated design constraints in schools, colleges, and adult education that affect what types of rewards get used- the fact that you are using a badge is far less important than how you use a badge. Games have used well-designed, meaningful, intrinsic reward structures, while educational systems have often used poorly-designed, meaningless, extrinsic reward structures... [More]
22:00 - 23:00
GMTSpeaker Bio & Video Promo
The Evolution of the Text Adventure Game into Digital Humans
In the beginning, you started in a forest, cave or dungeon with a troll to the north, sunlight to the east and there was an open field west of a white house with a boarded front door. You entered text, and the story progressed. All that mattered was figuring out the story. You will look at how all that changed with the addition of graphics and what it takes to build a visual adventure today in Unity3D.
While the technology has changed, you will find that building it resembles the text dungeon from simpler times... [More]
Augmented Reality ScavengAR Hunt Unpacked - Getting Started with Augmented Reality Development
Augmented reality has found an accessible space in learning and development. Developing with AR is easier than it ever has been and gamified learning is the perfect use case! In this session, we will explore how to build an effective, engaging, and immersive AR scavenger hunt. We will identify tools to easily get started creating your AR and how to include game elements while building. The techniques and tools we review in this session can be applied to any of your core curricula, staff meetings, special events, and new hire orientation. You will leave this session with the information you need to start creating your own gamified AR experiences today.
23 February 2021
0:15 - 1:00
Dr. Larysa Nadolny
Iowa State University
Lean in with the Science of Gamification: A Decade of Research
Many of the trends in gamification are NOT supported by research. Why? Many developers look to other software tools or the most popular gamification strategies for their own applications. This perpetuates a cycle of ineffective applications for gamification. This presentation will walk the participants through the research on making the right choice for their own unique situations.
Playing in the Dark – Gamification with Nefarious Intent
The phrase dark pattern was originally used by Harry Brignull to describe the ways that UI designers were creating interfaces, web pages, and marketing strategies that were deceptive or manipulative. As instructional designers have increasingly leveraged elements of game design to engage their learner-players, they have often taken cues from the UI work done in some of these other spaces. While they do not generally employ these designs with malicious intent, there is a significant risk that lack of knowledge of the risks of dark patterns will lead to... [More]
2:30 - 3:30
Funding Your Idea
Tips on creating a better business case. Have a great idea on how to transform an experience within your business, but don't yet have the funding or approvals to execute from your organization? This session will share tips (and traps) in forming your value proposition to get the funding you want.
3:30 - 5:00
"This Was Better than Face to Face." Making the Virtual Physical to Blow the Box Off People's Minds
This is one of the design objectives of any virtual program I design and deliver. And no, it is not impossible. In this session, I'll take you through the methodology that I've used to unlock creativity, deepen sharing, and motivate change from two perspectives.
1. Participant View: You will engage fully in the mindset change process using a piece of paper and pencil to drive mindset and behavioral change.In this part of the session my challenge is to blow your mind just a little bit.
2. Facilitator View: Here, we deconstruct what we did that led (hopefully) to the mind blowing, life altering, unforgettable experience you had.
Sounds like a lot? You need to go big or go home virtually to get people to say, "This was better than face to face." [More]
5:30 - 6:00
KPMG’s Interactive Learning Apps Program
During 2020, due to an emphasis on working virtually, our people needed a solution to help them feel they belonged. Our Interactive Learning Apps Program was able to step up with various initiatives, engaging more than 20,000 people across the KPMG network. Some of our initiatives will be highlighted in this session.
6:00 - 6:30
Gentle Bamboo Solutions
Race for Rockets: 3 Keys to Building an Engaging Management Game
With the pandemic, classroom training has largely reduced in India. While companies are adapting to live virtual facilitation, issues surrounding technology, engagement, and participation persist. Experiential learning is being replaced by lectures; teams are operating in silos and there is little interaction between participants.
Game-based learning, especially in virtual environments, is still looked at skeptically... [More]
6:30 - 7:30
Tabletop Adventure Games for Nontraditional Learner Motivation
What if a compelling story was enough to propel the learner forward? Can content mastery be driven via entirely fictional narrative rewards? What happens when you can turn learners loose in a freeform customizable adventure that all points towards learning? Explore all these questions in a breakdown of Sandbox - The Gamified Adventure Creation System.
8:00 - 8:30
Ehab Abu Dayeh
As education organizations worldwide move towards putting educational experiences on the internet via Massive Open Online Courses (MOOCs) on Massive Open Online Education Platforms (MOOEPs), the retention of enrolled students throughout the course remains a challenge.
E-Learning reduces delivery costs significantly, but if existing MOOCs are made more engaging for users, a drastic increase in the user retention (and thus ROI) can be achieved.
Gamification can be a bridge between MOOC and user engagement. If the learning platform is gamified, it does not only drastically increase the user enrollment but also increases user engagement throughout the course.
The Catalyst Entity
“Stories are learnings for the ages”
Any educator can tell you a story is the most compelling form of learning and by stories we can let learners travel to worlds beyond possible imagination.
Which begs the question: “Aren’t stories also a form of games that...[More]
Demo: Cold Case
Cold Case is an innovative new concept, linking paper dossiers sent to the participants with online communications via online conferencing tools. This online teambuilding game / online Escape Game was developed to help people learn how to better communicate and cooperate online. Supported by slides and funny pictures of people trying to solve a Diamond Heist - sharing images and information, being puzzled and misunderstanding each other, getting agitated when time progresses, et cetera - while speaking to each other online, the talk will show how Cold Case was designed and developed, and what results were gained from the game.
11:00 - 12:00
Carlo Fabricatore, PhD.
E.H.E. Europa Hochschule EurAka
Intrinsic Gamification: A Human Factors Approach to Overcome the Limits of Badges and Leaderboards
The gamification of learning is very often centered on leveraging extrinsic rewards to promote learners’ engagement and attainment. However, complex learning activities are driven by stronger motivational factors, which are crucial to make complex learning intrinsically motivating. This talk presents a novel approach to identify these factors and leverage game-based approaches to address them, in order to promote sustained learner engagement and achievement in complex learning activities.
12:30 - 14:00
Co-Create a Collaborative Game
Using the game A Planet Called Hope as a starting point, the challenge, should you choose to accept it, will be to build either extension packs, level-ups, a digital version, or other items that will make this collaborative game bigger and better. You will discover the basics of a collaborative game, the deciding factors on choosing digital or physical games, and then you will get to co-create additions. Those that are workable will be included in our free to play and download game.
Ercan Altuğ Yılmaz
Istanbul Bilgi University
Gamfed Turkey Representer
Inooster Gamification Designer
Gamification Works Because of Science
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? Is motivation only way to motivate people? Let’s analyze these and talk together at this session with Altuğ.
Dr. Philipp Busch
Philipp Busch Consulting
Gamifying Online Training for Reforestation in Afghanistan
Imagine yourself as a 13 year old girl named Ayla living in the mountains of Afghanistan without intact vegetation, facing existential problems due to climate change, desertification and erosion. You are concerned about the supply for your village, but it is hard for you to talk in front of the local dschirga, the gathering of the village that is mainly driven by men. What are your perspectives?
This session will give you insights about how gamified training activities were implemented in the challenging context of Afghanistan by the German development cooperation.
U.S. Distance Learning Association
Upcycled Gamification: Remix, Repurpose, and Reengage
The idea of upcycling focuses on finding creative ways to reuse things. In Upcycled Gamification you will participate in a brief gamified adventure to explore how remixing games and instructional design, and repurposing content and tools, can lead to learning experiences that will reengage your learners time and time again. By adopting this gameful approach to design you will always have an abundance of creative options right at your fingertips.
16:30 - 17:30
UX: Embrace User’s Feelings to Drive a Successful Design
Knowing the users' feelings is the key to successfully engage user experience. But we have been taught to not discuss or show emotion in order to act like a mature adult, especially in the work environment.
However, user experience is about a person's emotions and attitudes. We can leverage these feelings to design an authentic product outcome to be more practical, experiential, effective, meaningful, and valuable. Let the user understand and transform into behavior change. Allow the user to have product ownership.
David Chandross, PhD.
Hyperreality, Mixed Reality, and Open World Games: Designing Serious Games for the U.N. and the W.H.O.
In this session, we will explore the design of game worlds for professional education. The building of alternate ‘realities’ for training is closely connected to the design of mixed reality training games including VR, AR, and desktop immersive narrative simulations. Game worlds have the following features which we will discuss in design:
a. extensive narrative and back story... [More]
19:00 - 20:00
Practical Learning Concepts
Escape the Certification Cave
Reimagine Learning with Gamification & Social Enterprise
Gamification in many organizations is limited to a stand-alone platform that offers points and badges to independent productivity matrices and show the highest gainers on a leaderboard. While this does not bring great results, it can also lead to a strong employee active disengagement. In order to gain the best out of gamification, the following building blocks must be in place:
- Well defined key performance measures
- A platform that enables the user journey (To earn rewards, complete quests)... [More]
21:30 - 23:00
Live Neuron Labs
The Hero Design Framework
The majority of projects fail because we’ve been so very wrong about how human behavior works. Fortunately, a renaissance in the Behavioral Sciences has been replacing folk wisdom with data. And the new field of Behavioral Design is establishing how to apply these findings to greatly improve outcomes on real-world projects.
In this session, one of the pioneers of the field will teach us the fundamentals of his “Hero Behavioral Framework”. You’ll learn Robin’s most practical insights distilled from his decades on the frontlines designing large-scale positive behavior change. You’ll find it a very applicable synthesis of insights from game design, media design, behavioral science, behavioral economics, social science, and more.