The Gamification Report Blog
What The Power of Bad Teaches Learning Designers
If you’ve ever wondered why people lean in a little closer when a story takes a dark turn, The Power of Bad (Tierney and Baumeister) has the answer. Our brains are wired to pay more attention to threats, loss, conflict, and anything that carries even...
It started with a post in our GamiCon inner circle from Christian Gossan about Harvard Business Review’s recent release: Press Play: Why Every Company Needs a Gaming Strategy, by Bastian Bergmann.
The description promises an “eye-opening look at the rapidly rising growth of gaming” and how companie...
In our latest Level 2 Gamification Journeyman cohort, two standout learner personas have emerged—each uniquely crafted to resonate deeply with their respective teams. These personas aren't just profiles; they're insightful tools that bridge the gap between content and learner, ensuring that every ed...
Following the powerful insights in Chapter 1, we continue our GamiCon48V book study journey through Unreasonable Hospitality with Chapter 2—centered around the transformative power of mindset. Will Guidara challenges us to go beyond reacting to needs and instead lead with intentionality, care, and a...
Why We Require Hands-On Application in Our Certifications
In The Only Skill That Matters, Jonathan Levi reminds us of something our ancestors knew instinctively: people don’t learn by simply reading or being told what to do—they learn by doing. His mother’s mantra was: “If it’s not in the hands, it...
In today’s fast-paced world, continuous learning is not just an option; it's a necessity. At Sententia Gamification, we understand the power of innovative learning methods and are excited to offer an exceptional opportunity for learners to accelerate their professional growth. This week, we are intr...
Sententia Gamification is proud to announce its remarkable success in the 2024 Training Magazine Network Choice Awards, an esteemed recognition sponsored by Training magazine. This year, Sententia has been honored in two critical categories: Gamification, for the sixth consecutive year, and Custom C...