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A leading insurance company, located globally, with more than 700 workers at HQ and more than 1000 at agency, wanted to increase the quality of file process, with less complaints regarding the benefits and solving time for each case.
The answer was a gamified web-based program with Chinese Dragon Boats collaborative quests and challenges.
Match-A-Mo Learner Persona Game
The Sententia team developed this 2-minute game to playfully learn how to match mechanics to a learner persona.
As part of marketing and branding campaign for GamiCon19, the game premiered at the Training Magazine 2019 Conference and Expo, in Orlando, Florida in February 2019.
Sententia Gamification hosted a Gamification Booth so that Expo attendees could play and learn more about the fundamentals of gamification design for learning.
Watch the Video
Download and Play the Match-a-Mo Game
A program launched by Confecámaras, the guild of Chambers of Commerce of Colombia and Colciencias, the state agency for the promotion of innovation in the country. The objective was to increase the level of innovation among companies in Colombia – to help more than 1,000 Subject Matter Experts in 14 cities in Colombia to adopt innovation practices.
WakeUpBrain was selected as the main methodology for the program.
Using a six-step process called MACROS to innovate, based on design thinking. With a set of games for each step of MACROS in order to get fast and structured results, all games use the same set of cards (WakeUpBrain Game) and the MACROS guide, along with gamified management, based on the WakeUpCulture model of four player styles.
www.WakeUpBrain.com
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.
As revisions to procedures are continually happening, the company places high importance on where to find the answer and not on if you know the answer.
This virtual EDMS Escape Room, developed using Articulate Storyline 360, allowed the user 25 minutes to complete, with as many attempts as needed.
Read the Case Study and see the results at: The Gamification Quest
Try it now… follow the link below to test your skill at escaping from the EDMS Escape Room:
https://360.articulate.com/review/content/4519d808-de8b-4b5c-9080-08a2f357e102/review
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.
Like many government agencies, this department was seeking a mechanism to shift their culture to one that more collaborative in nature and focused on professional development. A culture where individual activities and goals are clearly linked to broader organizational priorities and strategies.
Their question, "How do we empower and motivate staff to improve the quality and quantity of performance feedback, engage in positive management practices and take responsibility for continuous professional development?”
Rev was developed in response to that question, and was recognized as a Training Magazine Award finalist for Excellence in eLearning or Web-Based Gamification Design at GamiCon 2018.
According to the National Association for Music Education, over 50% of students quit their school’s music program after 1-2 years of starting. Among the key reasons given is the fact that teachers do not provide enough opportunities for engagement and fun with the content.
A public school teacher was looking for a way to drive down these dropout rates, while breathing 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.
While built for a grade-school audience, this gamified microlearning has potential for adult audiences as well.
Play Mission: Uncountable NOW
Download the Mission: Uncountable Case Study
At the Academy for Professional Excellence, a program of the San Diego State University School of Social Work their purpose is to revolutionize the way people work to ensure the world is a healthier place. They provide exceptional learning and development experiences for the transformation of individuals, organizations and communities.
Child protection is extremely complex work as social workers manage the needs of the families they encounter every day, as well as a set of uncertain policies and often competing community priorities. There is often a barrage of system improvements all driven by well-meaning politicians, community stakeholders and government agencies with very little guidance.
This backdrop makes it difficult to make impactful learning experiences.
In response to the need for quality and accessible professional development, Ventura County embarked on a practice improvement using a set of skills and strategies named Safety Organized Practice. At the same time the State of California was endeavoring to develop a unified framework for practice in child welfare across all 58 counties.
Ventura asked the Academy to develop an innovative learning experience for their staff that help them integrate the two practice strategies in a seamless manner.
This game was developed to advance the Academy’s vision for excellence by Amy Jaffe, Laurel Rohlf, and Valarie Ryan
Discussion Hero is a gamified discussion board where students become heroes and villains in a tough, yet still respectful, battle of ideas. This puts the debate aspect of discussions boards front and center by giving students an understanding of what is expected of them in a creative and entertaining way.
Northwestern University School of Professional Studies students are part of a unique and distinguished university community. They learn in a supportive, collaborative environment in courses — offered online and in the evenings on Northwestern's Chicago and Evanston campuses — that enable them to balance their personal and professional lives with the pursuit of learning. Classes in SPS degree and certificate programs are taught by some of the university's most respected and talented teachers — scholars and professionals who value the diversity, energy and creativity of our students.
The Consumer Finance Protection Bureau created the Misadventures in Money Management (MiMM) education program to improve the financial readiness of young servicemembers by providing “just enough, just in time” education. The content is focused on consumer financial protection topics that will be of most concern to them when they enter the Service, and very early in their military service. This program educates and empowers servicemembers and their families to make better decisions regarding consumer financial products and services.
Misadventures in Money Management was selected in 2018 for the Training Magazine Award in Excellence in eLearning or Web-Based Gamification Design at GamiCon.
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