Gamified Learning Programs Create Valuable Business Outcomes
In Sententia's Gamification Certifications, students create real-life gamified learning projects that are deployed in their workplace.
Amazon Alexa
As the L&D Manager in Amazon Alexa, it was critical that Gamification Master Craftsman Chuck Sigmund devise a strategy for helping their language designers understand the nuances of different users' conversational characteristics. To do so, Chuck and his team built an active, gamified learning experience that enabled them to practice identifying different colloquialisms, terminology, and accents. The power of this program was demonstrated in a 30% reduction in time to transcribe, annotate, and evaluate customer voice data.
Gamified Self-Assessment
Gamification Master Craftsman Ian Coleman developed a gamified self-assessment for USAID (client). This tool assesses employees’ skills in 75 different areas and employees receive custom feedback immediately about what steps are needed to improve. USAID's feedback: "Ian ultimately produced an engaging, visually appealing, 508 compliant gamification product that generates data to help the client understand the existing capacity of the workforce as a whole and direct individuals to capacity-building resources."
Ethics and Anti-harassment Training
As a Gamification Master Craftsman, Sharon Goza applied gamification approaches at NASA in training for employee's Ethics and Anti-harassment training. Her projects have won numerous awards and NASA continues to explore the possibility of using gamification as a training approach for astronaut and logistics training.
Award-Winning Gamified Learning Programs Created with the Sententia Codified Framework
Because many projects that are created for use in real-life corporate trainings and higher education contain proprietary content and non-disclosure agreements, they cannot be shared here. We can show you a few examples of award-winning projects, created by our students, that have been approved for sharing publicly. Check out the examples below to see the problem, the plan, and the outcome of these top-notch, award-winning programs.
Advancing Skills... Level 2
Certified Gamification Journeyman Portfolios
To achieve Gamification Journeyman Certification (Level 2), participants must demonstrate their ability to integrate gamification effectively into learning and development. This certification entails defining measurable business objectives, creating Player Personas, and crafting a "Magic Circle" narrative with characters, utilizing allegories, analogies, and visuals. Engaging game mechanics must be selected, and a low-resolution prototype for a program segment must be play-tested by at least three students or colleagues, with their feedback submitted for review. Participants may recommend technology approaches. Achieving this certification signifies proficiency in designing immersive, player-centric learning experiences with real-world applications.
Check out the Low-Resolution Prototype Examples from just a few of our students.
Getting Started... Level 1
Projects Created in our Gamification Surveyor Certification (Level 1)
Because the #1 question we’re asked is, What will it look like?, sometimes it is easier to start with an abstract project and move to something concrete, in the Gamification Surveyor Course (Level 1), participants reference a fictional Corporate Wellness case study. Their goal is to analyze the problem and draft a gamified training solution by applying the Sententia trademarked and codified process.