Hacker's Mind - Gamified Security Training
Hacker’s Mind by Elevate Security gamifies the security training process resulting in employees who understand their importance in securing your organization. Turn every employee into a security superhero, and equip the organization to succeed against today’s people-centered risk.
Six Keys to Successfully Gamify Your Next Webinar
With the tips and techniques you'll learn in this podcast, you'll be able to add some fun challenges and rewards to keep your audience engaged with simple gamification techniques you can start to use today!
Winner of the GamiCon 2019 Training Magazine Award for Outstanding Use of Surprise and Delight in Gamification Design
Tiffany & Co. needed to train security officers to follow an important process when they suspect someone of shoplifting. Tiffany approached Artisan eLearning to create something memorable and challenging for their learners… and the idea for Catch It was formed.
Winner of the GamiCon 2019 Training Magazine Award for Excellence in No Tech Gamification
A feature spotlight from the GamiCon19 event - Scott’s Award-winning No Tech Gamification project and a special BONUS Breakout Session - Bare Bones Storytelling Slide Deck. Hint: We discuss both the OKRs game and the Storytelling session in this important and informative podcast.
Adaptive Design for Personalized Learning
This project addresses the problem of training two different yet closely aligned groups in a global workforce. Adopting an adaptive design for training allowed the Company, with over 100,000 employees, to successfully address these issues.
Josh Yavelberg, PhD
Understanding the Student Perspective of Art History Survey Outcomes Through Game Development
Unique research that explores how games may be used in education, future game designs for art history survey courses, and how research can be explained through game-based formats.
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Naomi Pariseault and Jim Egan
Fantastic Places, Unhuman Humans
Winner of the GamiCon | Training Magazine 2018 Overall Outstanding Use of Gamification for Learning
This is the first online introductory humanities course to be gamified at an American University, Coursera, or Edx. Winner of the Training Magazine 2018 Award for the Overall Outstanding Use of Gamification for Learning.
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Javier Velasquez, Gamification Consultant
Winner of the GamiCon | Training Magazine 2019 Overall Outstanding Use of Gamification for Learning
A Colombian bank wanted to test drive gamification to transform their digital culture within the organization. In this award winning design, the player must defeat the evil Cash Inc. to successfully save their country.
John Chen, Digital Team Building Expert
Geoteaming at GamiCon 2019
John has completed over 1,110 team building events with over 100,000 clients. This year at GamiCon 2019 to be held in New Orleans, LA on September 15-17, 2019, this fully gamified conference will culminate with a massive Geoteaming event that will combine both TechLearn19 and GamiCon participants for a team building adventure in the heart of NOLA.
Sue Bohle, Executive Director
A Spotlight on the 2019 Serious Play Events
The Serious Play Conference is the leadership gathering for thought leaders in game-based learning, and covers all market sectors – corporate, healthcare, education, government, military, museums and other application areas.
E. Altug Yilmaz
Masters of Claims
A leading insurance company with more than 700 workers at HQ and more than 1000 at agencies, wanted to increase the quality of the claims filing process. The Goal: Less complaints regarding the benefits and solving time for each case. The Answer: A gamified program with collaborative quests and challenges.
Match-A-Mo Learner Persona Game
The Sententia team developed this 2-minute game for Expo attendees to playfully learn how to match mechanics to a learner persona, at Training Magazine 2019 Conference and Expo.
Launched by Confecámaras, the Chambers of Commerce of Colombia and Colciencias, the state agency for the promotion of innovation, to help more than 1,000 Subject Matter Experts in 14 cities in Colombia to adopt innovation practices.
EDMS Escape Room for Vitalant
With over 5000 front end documents in their EDMS, Vitalant was seeking a way to create a meaningful and engaging training to support their staff to help them to know quickly and easily where to go to find the information they need to do their jobs.
Kerstin Oberprieler and PentaQuest
Pentaquest, led by Kerstin Oberprieler, worked with an Australian Government Department to implement gamification with the objective of increasing their employees' engagement with professional development.
A Washington public school teacher was looking for a way to drive down music student dropout rates and breathe new life into abstract musical concepts. The result was a bite-sized lesson on musical rhythm, paired with a quirky, choose-your-own-adventure narrative.
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