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Monica Cornetti - The Gamification of Learning Part 3: Rules, Rewards, and Results

The Gamification Quest

Release Date: 07/04/2016

The Gamification Quest Podcast: StoriesWisdom.com show art The Gamification Quest Podcast: StoriesWisdom.com

The Gamification Quest

In this episode, we meet Pradeep U.N., a masterful weaver of narratives and gameplay, turning organizations into vibrant ecosystems where storytelling, gamification, and social learning converge to unlock a symphony of inclusion, innovation, and purpose. About Your Host: Monica Cornetti works with individuals and organizations like yours who want to learn how to think playfully to change behaviors and achieve objectives. A gamification speaker and designer, Monica was repeatedly rated #1 among the “Gamification Gurus Power 100” by RISE from 2015-2020, and in 2021 and 2022 was recognized as...

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Artrell  Williams: Taiyazukuri – A Tire Manufacturing Card Game show art Artrell Williams: Taiyazukuri – A Tire Manufacturing Card Game

The Gamification Quest

My guest is Artrell Williams and our topic is Taiyazukuri – A Tire Manufacturing Card Game that teaches tire manufacturing processes and terminology, fostering understanding through descriptions. It imparts Sumitomo Rubber USA’s Mission, Vision, Values, and KPI impact on business. The deck serves multiple purposes, reinforcing key concepts for SRUSA staff to grasp the value stream, communicate discrepancies, and cut manufacturing waste costs. At the GamiCon event in NOLA in September, Artrell's project was awarded the People’s Choice Award for “Low-Tech Design" – that’s...

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Create a Cyber Security Escape Room show art Create a Cyber Security Escape Room

The Gamification Quest

My guests are Jamie Phillips, Celia Sellers, and Rebecca Arnett, and our topic is Creating a Cyber Security Escape Room.  In this innovative Cyber Security Escape Room event, participants raced against time to thwart a hacker using social engineering, phishing, malware, and more. Designed for the curious, puzzle-loving, adventurous, and competitive, this team-based challenge involved solving 15 cybersecurity puzzles. It encouraged team building and social interaction, with participants either forming groups or being assigned to teams. Key game mechanics included achievement rewards like...

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An Award-Winning, Game-Based Solution to Organization Culture show art An Award-Winning, Game-Based Solution to Organization Culture

The Gamification Quest

My guests are Jordan Dyson and Scott Provence and topic is their internationally award-winning project called Walk With Me. A wealth management firm was looking for ways to improve their organizational culture and address risks of declining client-service quality. Jordan and Scott created a two-step, game-based solution for this client: first, employees played a turn-based conversation game with an AI-powered chatbot that and then attended a live 50-minute debrief session where they learned about key empathetic behaviors, discussed their experiences. The program results showed double-digit...

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Gamification for Product Excellence with Mike Hyzy and Bret Wardle show art Gamification for Product Excellence with Mike Hyzy and Bret Wardle

The Gamification Quest

My guests are Bret Wardle and Michael Hyzy, and our topic is their book titled, Gamification for Product Excellence. After years of leading product strategy, management, and development, Mike realized gamification could be the ultimate game-changer for creating engaging products. Seeing an opportunity to share this powerful concept, he channeled his insights into his first book, Gamification for Product Excellence. Based in Salt Lake City, Utah, Bret is a seasoned Game/Software professional with over 15 years of experience in crafting immersive games, innovative software, and...

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Bernardo Letayf and Roman Rackwitz: 2023 GamiCon48V Pre-Conference Podcast show art Bernardo Letayf and Roman Rackwitz: 2023 GamiCon48V Pre-Conference Podcast

The Gamification Quest

Bernardo Letayf and Roman Rackwitz are renowned gamification experts on the cutting edge of innovation with their latest project, TABI. With a passion for merging gaming principles with various fields, they bring extensive expertise to the world of technology and engagement. TABI, their groundbreaking software, promises to revolutionize user experiences, education, and employee motivation. Through gamified solutions, Rackwitz and Letayf aim to enhance engagement and productivity in diverse domains. Their podcast interview offers valuable insights into their visionary work, shedding light on...

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Jim Piechocki - Gamifying Amazon AI show art Jim Piechocki - Gamifying Amazon AI

The Gamification Quest

In the case of the project that is the topic of today’s podcast, Jim Piechocki woke up a dreadfully dull IT classification process training with a post-apocalyptic superhero story he had pitched years ago to Marvel about The Technicals, an alien race that takes over and outsources Earth. The gameplay:  You must learn how to create a keyword class to rescue Amazon and save the planet. About our Guest: Jim is a member of a small but growing breed of ATD-licensed developers who start with the acting talent, the humor, the broadcast-quality imagery, and entertainment value. He worked as a...

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The Gamification Quest

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. Their blue-sky thinking has resulted in parks, shows, rides, cruise ships, and resorts that don’t just contain stories like a stage in a theater but actively tell those stories. Not a bad goal for your next training program.  How can you use the imagineering pyramid in your course design and delivery?

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Augusta University: The AU Victory Cup show art Augusta University: The AU Victory Cup

The Gamification Quest

As part of a bigger effort to offer an asynchronous, summer faculty development program, the Center for Instructional Innovation at Augusta University developed a 2-part, 6-week program on Multimedia and Motivation in Student Learning. The first half of the program was a 3-week course on the Science of Motivation and Game-Based 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. About our...

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Tracey Stokely: Using Escape Rooms for New Hire Programs show art Tracey Stokely: Using Escape Rooms for New Hire Programs

The Gamification Quest

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. 

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This week on Gamification Talk Radio, we finish exploring the seven continents on our journey, and review Rules, Rewards, and Results.

Level 5:  Siberian Express – Why would they want to play?

As you create your gamification experience, think of creative features that will appeal to a variety of intrinsic and/or extrinsic motivators of your players. Define what core drivers of motivation will be most dominant in each phase of the experience. For example, in your onboarding phase you can get your players in quickly with some simple extrinsic motivators. The longer your players are in your game, you’ll want to design for different motivators such as: 

  1. Autonomy—the feeling of control of your own destiny. How can you give your player choices or control within a system that works for you to achieve your business objectives?
  2. Mastery—building competence and skill. How can you help your players feel smart, capable, or that they are getting better at something?
  3. Purpose—connecting with something greater than yourself. Can you use a dynamic story line to give your players the sense that their involvement with your product or service is making them better, stronger, or more powerful?

Dangers in the Cold: 

  • Don’t make the extrinsic metrics or rewards the main event
  • Don’t alienate your players with a shallow, manipulative game; give them as much autonomy as you can
  • Don’t focus only on the extrinsic, dig deeper and tap into their intrinsic motivations to keep them engaged with you 

 

Level 6:  Forbidden Land—What keeps them in the game?

How does the game reward your players and keep them in the game? Build with a variety of formal game elements or mechanics such as collecting gems or coins, points and leveling up, level challenges and leaderboards, collaboration, competition, chance, count-down clocks, second chances, cues, meaningful feedback… the possibilities are endless. This doesn’t mean that you should pile on as many of these formal game elements as possible. Think of going on a 6-week global expedition. You have to pack wisely, only taking those things you need to take. If it doesn’t fit… it can’t go—you may need to put it on a shelf for a future adventure. Your players will become engaged users when you help them hit the "sweet spot" of motivation, reward, pain aversion, opportunity, need fulfillment and social context through a variety of well-planned game mechanics.

Dangers in the Orient: 

  • Don’t forget:  game mechanics are visible effects —NOT the experience itself
  • Without a well-designed and interesting experience, mechanics add clutter and confusion.
  • Dusting game mechanics on a process or product will NOT miraculously make that experience more exciting

 

Level 7:  Exotic Expedition – What’s it like to play?

What kind of experience does the player have as a result of playing the game? What's your story or epic adventure? Stories are a powerful way to generate an emotional response and helps to keep your players engaged in the experience. What does it look like? Do the aesthetics of the game express your key message? Do they add value as far as the target audience is concerned? Technology - What are they playing on? The choice of platform and technology will have a huge impact on what kind of gamification program can be built. And last but NOT least, is it FUN? If not, why should anybody play it?

Dangers Downunder:

  • Remember:  Gamification ≠ Technology – Although technology can greatly enhance your project – it is foremost about the players experience.
  • Don’t focus on the ‘bells, whistles, and glitter – but DO make it aesthetically pleasing for your players.
  • Don’t forget the FUN!

As with any new process, you’ll succeed when you’re willing to evaluate and adapt. You’ll examine both the game mechanics and the behaviors that are critical to motivate the behaviors that you need. Both will change as you learn about your players, and as they learn how to play your game. Remember, we want to make this fun for them, so that you will successfully achieve your business objectives.

Think through and answer:  How will gamification help you to achieve your business objectives?

 

About Your Host: A gamification speaker and designer, Monica Cornetti is rated as the #1 Gamification Guru in the world by UK-based Leaderboarded. She hosts a weekly Gamification Talk Radio program, and is author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You. Monica’s niche is gamification techniques that can be used within the framework of corporate talent development.

Connect with Monica:

Twitter @monicacornetti.
Website: www.monicacornetti.com and www.sententiagames.com