Deliberate Fun Chapter Excerpt -- Case Study: Sententia Gamification’s Learner Personas

by Jonathan Peters, PhD and Monica Cornetti

Sententia Gamification offers three levels of certification for the gamification of learning. Level 1 introduces learners to 30-step, trademarked process for gamifying a learning program. Level 2 fleshes out the process and guides learners through actually gamifying a program. And Level 3 is a full-on design mastermind that takes place once a year (currently).

Meet Irene

Irene was our first learner persona.  She is an mid-career Instructional Designer. Just looking at her, you may have seen  someone like her at a Learning and Development company. She may have look like someone working in your department. It is likely that you and she would have a wonderful professional conversation. It may even be that when people see Irene, they think of you.

What’s interesting about the creation of Irene was the name we assigned her. As Irene “came to life,” Monica decided to name her Irene because the persona, at that stage...

Continue Reading...

A "Hold-Your-Pee" Game Mechanic?

by Jonathan Peters, PhD
Sententia Gamification Chief Motivation Officer

I recently read an article about creating engagement at events in a manner that people put the needs of the group ahead of their own. The author mentioned a bar in College Park, MD, that had an innovative beer special:  beer was $1.50 until someone, um, “relieved themselves.” When someone couldn’t hold it anymore and used the restroom, the beer prices went back to the regular price.

This game mechanic, “hold-your-pee,” probably won’t get included on Sententia Gamification’s list of game mechanics, but like all mechanics, hold-your-pee does appeal to different core motivators differently.

For instance, if someone were highly motivated by Acceptance, they would leave the bar and drive down to the road to use the restroom at a McDonalds instead of letting down the group. This game mechanic would put them under a lot of stress both emotionally and physically.

On the...

Continue Reading...

Using an "In-Game Economy" in Your Learning Programs

by Jonathan Peters, PhD
Chief Motivation Officer, Sententia Gamification

In-game economies are a common game mechanic in gamified learning programs; however, it is important to understand that people interact differently with economies based on their Motivation Profile. Without such an understanding, we risk unnecessarily stressing participants, and in some incidences, they may abandon our program.

Broadly defined, the game mechanic of economies involves some type of currency that is used to buy, sell, or trade inside the game. This currency can take different forms. At its simplest, a participant may use the points they’ve earned to “purchase” access to the next level. A more complex economy may involve an actual currency with which participants can purchase in-game items, such as weapons and adornments for their avatars.

For example, in my course, This Ain’t Your Grandma’s Grammar, I have dueling economies. The narrative for the program is Grandma...

Continue Reading...
Close

50% Complete

Let's us know where to send alters

Plus, we'd like to hear from you as well. If you'd like to guest blog, let us know!