Walt Disney assembled a new category of designers, engineers, and artisans called Imagineers. These daring creators continue to balance their technical design chops with imagination, storytelling, and insatiable curiosity.
How can you use the imagineering pyramid in your course design and delivery?
The Center for Instructional Innovation at Augusta University developed a program on Multimedia and Motivation in Student Learning. The course was NASCAR or stock car race themed with 68 faculty members being divided into “pit crews” of 5 members. Each week (lap) presented the Pit Crews with content and “driving missions” that supported broader learning objectives.
Paycor wanted an exciting experience to enhance their new hire program. Tracey created a wildly popular escape room game to review their day’s content and promote teamwork.
Her first version was an in-person pop-up escape room but when COVID hit, she had to pivot to rethink and redesign it to be a virtual escape room but preserve the most fun parts.
With the pandemic, facilitator-led corporate training was pushed to virtual platforms and many companies and freelances were not equipped to deliver experiential learning online.
Gaminar.net is a platform that enables educators to deliver serious games involving business and soft skills simulations online providing a seamless experience both for the Facilitator and Participants.
A client asked Mahesh Joshi if he could gamify a one-day seminar to generate greater interest in the material. The resultant product is a card game—called BiggieBills—is a patented, interactive, and dynamic strategic thinking game. In this episode, Mahesh and Monica walk through the process from the initial request to the implementation of the gamified program and iterations along the way.
Bringing gaming, play, and experiential learning into business allows one to tap into people’s core motivations and unlock their full potential to drive better engagement, positive change, and ultimately more effective teams.
Covid brought huge disruption to corporate training. Jimbo Clark, founder of Innogreat tells how he took a course that required participants to build a physical box, and pivoted it to an equally engaging digital experience. He shares lessons learned so you can avoid the same growing pains.
Eric Nelson, founder of Gamification Schoolhouse, joins us to talk using gamification to tackle tricky classroom troubles: creating grade economy alternatives, new meanss for assessing content mastery, and helping with pandemic classroom challenges.
Tim Dickerson of Karmak is like many Sententia learners (roughly 50%), he ended up in instructional design by happenstance more than choice. In this episode Monica and Tim talk what gamification wisdom was the most meaningful to him, and why you should rush to failure as fast as possible.
Richard Vass of eLearning Brothers joins us to discuss what makes Rockstar™ E-Learning. What elevates everyday E-Learning to make it engaging, interactive, and inspiring all at once? Streamline training time, and keep team members invested and moving forward.
Use the Game Based Learning Design Wheel, a model based on scientific research and theories of learning, motivation, game design, experience, and gamification. Michiel and Karen join us to promote their design playshop at Gamicon 2020. Learn a 9 step process for gamification.
How should you incorporate feedback into your gamification design? Javier joins us to promote his workshop at Gamicon 2020 about designing to include feedback. Learn how quality feedback gives the user actionable cues and drives them to achieve more.
Gamicon 2020 - Map a Player Journey
Why is a well crafted player journey essential to gamified instruction? Bernardo joins us to promote his workshop at Gamicon 2020 about player journey creation. Learn how a well crafted player journey rewards mastery, as well as how critical it is to balance extrinsic rewards systems. Should everyone get a trophy?
Gamicon Throwdown Judging - Analysis and Insights
A walkthrough of the Gamicon Throwdown competition judging and rubric creation. We explore questions like "How should instructional designers be judged?", "Who should be doing the judging?", and "What makes agamified learning objectively good?".
Gamify My Life
Practice Self-Gamification or how to play the “Turn Your Life into Fun Games” game. Learn how and why to turn your life into a game. You'll no longer focus on upsets and complaints, AND save an enormous amount of time.
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.
Click here to: LISTEN TO THE PODCAST
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.
Click here to: LISTEN TO THE PODCAST
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.