Design ethnography and design science research
Adam Palmquist is a design ethnographer and design science researcher focusing his research on gamification in workplace learning â€“ which he terms instructional gamification. He primarily conducts applied design research to support large enterprises introducing life-long learning initiatives to transform into a learning organization. In his dissertation, Palmquist conceptualizes and analyzes key stakeholders co-meaning making attribution of instructional gamification. Displaying that stakeholders deemed meaningfulness of gamification evolves as a vital factor influencing their endorsement of a gamification implementation.
Moreover, Palmquist has ample gamification practitioner experience and has been working with several international brands. He is one the co-founders of the gamification company GWEN (previously Insert Coin); their gamification API today has 14 million registered users. As a practitioner, Palmquist has also written several books about Gamification, Lifelong learning, Automation, and The digital ecosystem in organizations.
Currently, Palmquist is an assistant professor at Nord University in Norway in the Games and Entertainment Technology department.
Plug and Play?
The necessity of comprehending stakeholders' desirable futures to achieve gamification endorsement in the workplace learning ecosystem
A provocative and thought-provoking talk taking its point of departure in the intersection of Industry 5.0 and applied IT for learning research. The talk extrapolates the most critical discoveries from Adam's over 30 peer-reviewed academic papers concerning instructional gamification applied in real-world settings.
Adam has a desire to raise awareness by arguing that if gamification practitioners strive to succeed in the workplace learning domain, they must re-evaluate two of the most axiomatic truths about gamification: 1) instructional gamification designers must abandon the prevailing user-centered design paradigm. 2) instructional gamification designers must understand that gamification design is not about solving a problem but constructing meaning.
Key-takeaways for participants include:
- An exposition of enablers and barriers Adam has identified when he conducted gamification design research in the workplace learning ecosystem in the era of Industry 5.0.
- Explicit representations of four vital stakeholder groups - Users, Leaders, Administrators, and Providers - all holding interests and conditions for approving a gamification implementation in the workplace learning ecosystem.
- An overview of the research-based implementation design model STAGA (STAkeholder-centred Gamification) developed for attaining a second-order understanding of which gamification design best might enable the stakeholders' desirable futures in the organization's learning ecosystem.