The Gamification Quest

The Gamification Quest

By Monica CornettiBusinessEducationCourses
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The Gamification Quest episodes

  • Masha Sedova - Hacker's Mind

    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. 

    About Masha Sedova:  Masha Sedova is an industry-recognized people-security expert, speaker and trainer focused on engaging people to be key elements of secure organizations. She is the Co-Founder of Elevate Security, delivering the first people-centric security platform that leverages behavioral-science to transform employees into security super-humans. Before Elevate Security, Sedova was a Security Executive at Salesforce where she built and led the security engagement team focused on improving the security mindset of employees, partners and customers. In addition, Sedova has been a member of the board of directors for the National Cyber Security Alliance and a regular presenter at conferences such as Black Hat, RSA, ISSA, Enigma and SANS.

    LinkedIN: https://www.linkedin.com/company/elevate-security

    Twitter: @hello_elevate 

     

    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.

    36 min
  • Monica Cornetti - Six Keys to Successfully Gamify Your Next Webinar

    Informational webinars, attract people who are either moderately curious about something that you're offering; wondering if you'll be able to meet their needs.

    If you're in HR, Corporate Training, or a Teacher, webinars offer an inexpensive (free) alternative to live, instructor-led sessions. If you are a business owner or a marketer. webinars are an effective way for you to get publicity and increase sales. 

    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!

    Check out and download the free case study at www.TheGamificationQuest.com (3/20/2020 episode).

    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)

    34 min
  • Amy Morrisey - The Catch It Game for Tiffany and Co.

    Tiffany & Co. needed to train security officers to follow an important process when they suspect someone of shoplifting. 

    The target audience rarely actually encounters a situation that allows them to apprehend a shoplifter. They must remember and apply Tiffany’s Five Elements of Proof EXACTLY or risk a public relations catastrophe.

    Tiffany and Co. went to Artisan eLearning to create something memorable and challenging for their learners… and the idea for Catch It was formed.

    Amy Morrisey is the President of Artisan E-Learning and serves as Sales & Marketing Manager.

    As President, she stays focused on maintaining the high standards their clients have grown to expect. She believes that “staying close to our clients, our people, and our work is a smart way to do that.” 

    One of her favorite things to do in the e-learning world is to jump in with a client to write a storyboard that is creative and application-based. 

    Before working with Artisan, Amy spent 17 years in corporate training and development predominantly teaching leadership development and coaching teams and executives.

    She currently serves on the board of ATD Detroit.

    Connect with Amy on LinkedIn:  https://www.linkedin.com/in/amymorrisey/

     

    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)

    35 min
  • Scott Provence - 2019 Training Magazine Winner of Excellence in No Tech Gamification Design

    If you go to our podcast website – www.TheGamifictionQuest.com – you can see the case study that we created around Scott’s award-winning gamification project.

    We've also included the slide deck from his GamiCon19 (www.GamiCon.us) Barebones Storytelling that we’re revisiting in this episode. If you were not at GamiCon19 you’ll be sorry you missed this session – if you were there – enjoy it again as we review the premise and content.

    About Scott:  Scott Provence is an Instructional Designer and Technical Writer who specializes in game-based training. His print, instructor-led, and web-based curricula have been delivered across the U.S. and Canada, in partnership with over 5,000 organizations. Most recently, he has designed training for sales and customer service staff who received multiple industry awards for their work.

    Scott received an MA in English and an MFA in Creative Writing from the University of Washington, where he was a Nelson Bentley Fellow and Pushcart Prize nominee. In 2019, Scott won Training Magazine’s award for Excellence in No-Tech or Low-Tech Gamification Design.

    Scott enjoys working with teams at any stage and budget to create measurable and engaging training solutions. Check out examples of his work, and receive free training resources, at www.scottprovence.com.

    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)

    34 min
  • Domenic Caloia - Adaptive Design for Personalized Learning

    The Company provides online training for its global sales and technical staff.

    Training a global workforce presents several problems. Sales and technical both need product training, but while their needs differ, there is a significant overlap that blurs the boundaries. The common solution is to create different training for each group, but this is inefficient, and many employees find the need to train in both. In addition, regional differences tend to be ignored in order to meet training deadlines.

    This project addresses the problem of training two different yet closely aligned groups while dealing with global differences. Adopting an adaptive design for training allowed the Company to successfully address these issues.

    About Domenic Caloia:  A Senior Learning Developer at Johnson Controls and a learning strategist. For the past several years Mr. Caloia has been presenting at learning and development conferences on innovative solutions that include Simulating xAPI without a Learning Record Store, Designing for the Millennial Learner, and Adaptive Design for Personalized Learning.

    Domenic’s current passion is empowering the learner as online learning becomes increasingly automated. Mr. Caloia has been successfully designing adaptive courses, providing personalized learning to diverse audiences. His unique approach based on Learner Intelligence does not require AI. Now designers can quickly create personalized learning experiences.

    Website: www.LearnerIntelligence.org     

      The Gamification Quest Podcast Host is Monica Cornetti, CEO of Sententia Gamification (www.SententiaGamification.com)and Gamemaster of GamiCon - The Conference for the Gamification of Learning (www.GamiCon.us)
    33 min
  • Javier Velasquez - Cash Inc.
    A Colombian bank wanted to test drive gamification to transform their digital culture within the organization.The bank is betting towards its digital portfolio, but its own employees rely too much on cash for their daily transactions.   A gamified app was developed centered around an evil anonymous organization (Cash Inc), which used cash to stop the development of the country.   To defeat Cash Inc, players must pass several challenges that involve learning to use the Bank's digital portfolio, avoid using ATMs, and pressure nearby commerce to start accepting digital means of payment.   About Javier Velasquez:  Co-founder of Azahar Games and Free to Play, Javier specializes in the design of board games and serious board games, which allows him to tap into game design principles for multiplayer experiences and resource management.   As a gamification consultant, Javier has  developed the BEM The Gamification Quest Podcast Host is Monica Cornetti, CEO of Sententia Gamification (www.SententiaGamification.com)and Gamemaster of GamiCon - The Conference for the Gamification of Learning (www.GamiCon.us)gamification framework, which allows him to think and study game engagement from the perspective of different psychological theories around motivation and learning.   Website: http://www.f2p.co   The Gamification Quest Podcast Host is Monica Cornetti, CEO of Sententia Gamification (www.SententiaGamification.com)and Gamemaster of GamiCon - The Conference for the Gamification of Learning (www.GamiCon.us)
    35 min
  • John Chen - Geoteaming at GamiCon 2019

    John Chen is a Digital Team Building Expert. 

    He is the CEO of Geoteaming specializing in corporate team building and leadership programs that use technology and adventure, and the Wiley author of "50 Digital Team Building Games”. John has completed over 1,110 team building events with over 100,000 clients.

    GamiCon 2019 will be held in New Orleans, LA on September 15-17, 2019. This year's conference will culminate with a combined Geoteaming event with the TechLearn19 participants for a team building and networking adventure in the city of New Orleans.

    www.GamiCon.us

     

    The Gamification Quest Podcast Host is Monica Cornetti, CEO of Sententia Gamification (www.SententiaGamification.com)and Gamemaster of GamiCon - The Conference for the Gamification of Learning (www.GamiCon.us)

    33 min
  • Sue Bohle - A Spotlight on the Serious Play Conferences 2019

    Sue Bohle is the Executive Director of the Serious Play Conference

    • Montreal July 9-12, 2019
    • Orlando July 23-26, 2019

    The Serious Play Conference is the leadership gathering for thought leaders in game-based learning, and is the only conference that covers all market sectors – corporate, healthcare, education, government, military, museums and other application areas.

    As Executive Director, Sue has become a recognized expert on trends and the worldwide market for game-based learning, research and training.

    36 min
  • Understanding the Student Perspective of Art History Survey Course Through Game Design

    The art history survey course has been recognized as problematic with regard to its lack of innovation and adaptation to educational trends and the evolving landscape of college-level learners. 

    While Yavelberg’s recent dissertation provided broad insight into the faculty perceptions of the course and its outcomes, there has been little effort to gain a researched perception of the course by students.   The researches wanted to know:  what type of game will students create that satisfies student desires for engagement and instructor demands for improved learning outcomes? What insight will this process provide us about our students in the art history survey class?   The study did allow great insight into student perceptions and the challenges of educational game design for individuals who have experience with traditional games.   www.arthistorysurvey.com   The Gamification Quest Podcast Host is Monica Cornetti, CEO of Sententia Gamification (www.SententiaGamification.com)and Gamemaster of GamiCon - The Conference for the Gamification of Learning (www.GamiCon.us)
    38 min
  • Brown University - Fantastic Places, Unhuman Humans

    What can the grotesque, monstrous, and even alien creatures found lurking in an extraordinary range of literature across many centuries reveal about the different ways humans have imagined what it means to be human?

    This online, full semester literature course was designed in collaboration by artist Matt Rockman, and Sententia Gamification Journeymen Certified Brown University Professor of English Jim Egan and Instructional Designer Naomi Pariseault.

    Join us to explore this gamification case study and hear from the creators about their design. They will share insights and answer questions about their highly successful gamified undergraduate course at Brown University titled “Fantastic Places, Unhuman Humans.”

    You will lean how this talented trio mastered techniques to the challenges of:

    • How can you immerse someone into an online gamified experience higher-ed course?
    • What was your design process and considerations?
    • What game mechanics did you choose and why?
    • How did you make your many user experience/user interface design decisions?

    Originally created for Brown University students and, later, for Edx, this course will inspire people to experiment with gamification in learning environments that remain relatively untouched by gamification

    Watch the Edx Trailer here:  https://www.edx.org/course/fantastic-places-unhuman-humans-exploring-humanity-through-literature

    35 min

About The Gamification Quest

From the publisher's feed

Embark on an exciting journey to revolutionize corporate learning and development, employee onboarding, training, and adult classrooms with the dynamic world of gamification. Join us at 'The Gamification Quest,' where Sententia Gamification takes you on a captivating exploration of this cutting-edge strategy, designed to ignite motivation and engagement among employees, customers, and students.