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Covid-19 brought tremendous disruption to the world of physical corporate training. Jimbo Clark tells us how he took a course that required participants to construct a physical box, and pivoted it to being a digital experience that was just as engaging. He shares lessons learned from this experience so you can avoid going through the same growing pains.
About our guest:
Jimbo Clark is the founder of InnoGreat, a consulting firm which focuses on creativity and innovation in the decision-making process. He helps leadership teams and organizations solve challenging situations with improved thinking aligned to a shared vision of the future.
Jimbo has worked with more than 40 Fortune 500 companies in more than 25 countries. He has trained and certified 200 facilitators in his methodology, and is equally capable in face to face or virtual delivery.
Jimbo is the creator of Thinking in and Out of the Box, a mindset improvement tool used around the world to increase creativity, empathy and inclusion. He is also co-founder of Brains on the Beach with whom he co-created the ClockWise creative innovation methodology.
The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.
An international classroom teacher of many years, Eric Nelson joins us to explore how gamification can be used to tackle tricky classroom problems, create alternates to traditional letter grades, and assess content mastery in new ways. Monica and Eric tackle the unique challenges facing teachers in the age of Covid, and how gamification can ease some of these growing pains.
About our guest:
Eric Nelson has a Masters degree in Marine science from the university of Miami, and another in Science Education from the University of Iowa. He was a teacher at the Disney planned community of Celebration, where he was named Teacher of the Year, and helped with the creation of Animal Kingdom. He has taught for a total of 26 year in countries such as The Marshall Islands, Taiwan, India, Korea, and Vietnam. He is the founder of The Gamification Schoolhouse, which creates gamified classroom curriculum, and offers training and mentorship programs.
The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.
Tim Dickerson is like many Sententia learners (roughly 50% if you want a number), he ended up in instructional design by happenstance more than choice. In this episode Monica and Tim talk about what particular gems of gamification wisdom were the most meaningful to him, and why you should rush to failure as fast as possible.
About our guest:
Tim Dickerson has been in the instructional designer
for Karmak, Inc. for just over 4 years. Tim started at
Karmak in July 2005. Previously to joining Karmak’s
eLearning team, Tim worked as an implementation
specialist, application specialist, and partner solution
specialists. Tim has always enjoyed when his previous
positions involved educating either coworkers or
customers. Tim mixes his real-life experience, from
previous positions with the instructional design
methods he is learning and adapting now, to create
learning that empowers, instructs, and connects with
learners.
The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.
Our topic today is centered on what Richard and eLearning Brothers do best - Help You to Become an eLearning ROCKSTAR™ - help you build content that is engaging, interactive, and inspiring.
You can see an example of ROCKSTAR eLearning if you download the case study that accompanies this podcast at thegamificationquest.com Gamified Workplace Safety & Emergency Training. Team members report that the new approach to training is the most fun compliance training they have ever completed and they appreciate the option to review full resources only for sections they were unfamiliar with, which streamlined training time—keeping the team member engaged and moving through the training.
About our guest:
Richard Vass is the VP of Customer Success at eLearning Brothers. He is a dynamic, experienced consultant and professional facilitator with over 25 years in the field of human performance and development. As co-founder and director of customer experience at eLearning Brothers, Richard has forged relationships with leaders in the field of professional learning services and has provided significant contributions to an impressive list of clients. In 2008 Richard was recognized by the Association of Talent Development (ATD) as a Certified Professional in Learning and Performance.
The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.
Use the Game Based Learning Design Wheel, which combines the scientific principles of learning theories, game design, and theories of motivation and behavior into a practical model to design gamification solutions that contribute to learning. Developed by Living Story and used for years to design serious games for learning, Michiel and Karen will take you through the process of making your own serious game or gamification for your adult education or corporate training program in 9 clear steps.
Want to know more about the Game Based Learning Design Wheel?
About our guests:
Michiel van Eunen | Experience Designer
Seasoned player in the field of gamification & game-based learning. Since running his first project (The Hunt) in 2003, he made and played over 50 different formats with thousands of people, groups, teams and companies worldwide. Ranging from serious games to escape rooms, Michiel loves to design games that use the immense power of play in the real world. He has the privilege witnessing tons of teams playing games and he loves to inspire others with what he learned from that.
Karen Sikkema | Game-Based Learning Expert
Karen is experience designer, escape room designer and gamification designer for cultural heritage. She specializes in game-based learning and developed the Game-based Learning Design Wheel.
After working as a consultant and innovation manager, she joined Living Story 12 years ago and gained an enormous amount of experience in entrepreneurship, game design and gamification.
The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.
Gamification designs for learning should use the full potential of feedback rules and feedback loops for engagement. Feedback is a key aspect in game design, not just to direct behavior, but also to give discernable cues to the players on their performance and aspects to improve. A good gamification design knows how to nudge behavior, but a great gamification design creates meaningful learning cycles that engage through the use of multiple feedback rules. These feedback systems can create loops that accrue power or knowledge and that can relate to meaningful rewards or game outcomes. Learning how to design this feedback loop improves the learning curve of your players in a meaningful way.
About our guest:
Javier Velasquez studied Literature and a Master's in Literature at Universidad de los Andes in Colombia. His professional studies helped him understand how to analyze media in a systemic way, as his main concerns were interdisciplinary studies. Since 2012 he shifted towards game design and founded a board game publisher, Azahar Games. In 2013 he assisted the GSummit and started making research on game design and gamification. Alongside his sister, Ana María Velasquez, a PhD in Human Development and Motivation, they started working on a Gamification framework (BEM) that used the idea of feedback and intrinsic motivation in its core. This framework has been validated in different fields, like innovation, human resources, loyalty campaigns, and specially in education, which is a big part of their intrinsic motivation. Javier sees Gamification not as a tool of design, but as a field with paradigms and objects of study that go beyond the use of standardized mechanics.
The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.
Why is a well crafted player journey such an essential part of gamified instruction? Bernardo is joining us today to promote his workshop that he will be giving at Gamicon 2020 about player journey creation. Learn how a well crafted player journey will reward mastery, as well as how critical it is to balance an extrinsic rewards system. Should everyone get a trophy?
About our guest: Bernardo is a gamification expert, trainer, and international speaker with a specialty in Web and UX design/development. He was inspired to create the BLUErabbit educational platform by his own negative experiences as a student and a belief that every learner in the world deserves better. His mission is to transform education because he believes that it is overdue for an evolution. "Passing a class isn't learning"
The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.
Our topic today is: Practice Self-Gamification or we could turn that title into How to Play the “Turn Your Life into Fun Games” Game
You are going to appreciate the program today as you learn how and why to turn your life into a game. Why would you do that?
One reasons to turn any project into a game is that when you no longer focus on upsets and complaints, you save an enormous amount of time.
About Our Guest: Victoria is a writer, instructor, and consultant with a background in semiconductor physics, electronic engineering (with a Ph.D.), information technology, and business development.
While being a non-gamer, Victoria came up with the term Self-Gamification, a gameful and playful self-help approach bringing anthropology, kaizen, and gamification-based methods together to increase the quality of life.
She approaches all areas of her life this way. Due to the fun she has, while turning everything in her life into games, she intends never to stop designing and playing them.
The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.
An art history course developed for Alverno College based on a challenge to save art works of five ancient cultures from oblivion and thereby save the memory of those cultures.
About Our Guest: Marilyn Zwissler started out as a product trainer, found out it was a profession, and is now a performance improvement professional. Along the way, she earned her Master’s Degree in Organizational Development and is a certified Learning and Development Professional (CPLP). Games and how people learn through experience has always intrigued her. Last year she graduated from Sententia’s Journeyman program and started an online course program for Alverno College based on a game concept. She calls her course The Great Art Quest.
The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.
Gamicon head judge Jean Marrapodi walks us through the Gamicon Project Throwdown competition, the creation of a comprehensive rubric for that competition, and the difference that it made.
We explore questions like "how should instructional designers be judged?", "Who should be doing the judging?", and "What makes gamified learning objectively good?".
About our guest: Jean is a pioneering problem solver. With 20+ years’ experience in corporate training in retail, banking, print, non-profits and healthcare, followed by 5 in higher education, she worked to bring innovation to each organization, shifting paradigms and transforming learning methodologies. In her current role at MassMutual, she works with financial literacy education for the Society of Grownups. Additionally, she does consulting as the Chief Learning Architect at Applestar Productions, providing targeted E-learning and custom workshops for her clients. Jean led the award-winning eLearning team at New England College of Business, where she continues to teach in the graduate programs. In 2016, she was honored to be named a Guild Master by the eLearning Guild.
Jean has a PhD in Adult Education, a Masters Degree in Online Instructional Design and is a Certified Professional in Learning and Performance, ATD’s highest credential, and most recently, received the prestigious Sententia Gamification Level 3 Master Craftsman designation. She is a frequent conference presenter, having presented workshops in training, instructional design, E-learning and low literacy learning at the international, national, regional levels. She lives outside of Boston with three cats and a persnickity pooch named Arthur.
The Gamification Quest Podcast Host is Monica Cornetti, President of Sententia, Inc. (www.SententiaGamification.com) and GameMaster of GamiCon - The Annual International Conference for the Gamification of Learning (www.GamiCon.us). Connect with Monica on LinkedIn.
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