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

The Gamification Quest

Release Date: 02/10/2020

Game-Based-Learning in Practice show art Game-Based-Learning in Practice

The Gamification Quest

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 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 training program in 9 clear steps.

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The Gamification Quest

Gamification designs for learning should use the full potential of feedback rules and feedback loops. Feedback is key 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 to nudge behavior, but great gamification design creates meaningful learning cycles that use multiple feedback rules. These feedback systems can create loops that accrue and relate to meaningful rewards or game outcomes.

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Bernardo Letayf - Map a Player Journey show art Bernardo Letayf - Map a Player Journey

The Gamification Quest

Why is a player journey such an essential part of gamified instruction?  Bernardo is joining us to promote his player journey creation workshop that he will give at Gamicon 2020.  Learn how a well crafted player journey will reward mastery, as well as how to balance an extrinsic rewards system.  Should everyone get a trophy? 

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Victoria Ichizli-Bartels - Practice Self-Gamification show art Victoria Ichizli-Bartels - Practice Self-Gamification

The Gamification Quest

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? When you no longer focus on upsets and complaints, you save an enormous amount of time.

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Marilyn Zwissler - The Great Art Quest show art Marilyn Zwissler - The Great Art Quest

The Gamification Quest

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. 

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Jean Marrapodi - GamiCon Throwdown Judging show art Jean Marrapodi - GamiCon Throwdown Judging

The Gamification Quest

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. 

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Masha Sedova - Hacker's Mind show art Masha Sedova - Hacker's Mind

The Gamification Quest

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. 

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Monica Cornetti - Six Keys to Successfully Gamify Your Next Webinar show art Monica Cornetti - Six Keys to Successfully Gamify Your Next Webinar

The Gamification Quest

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. 

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Amy Morrisey - The Catch It Game for Tiffany and Co. show art Amy Morrisey - The Catch It Game for Tiffany and Co.

The Gamification Quest

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

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Scott Provence - 2019 Training Magazine Winner of Excellence in No Tech Gamification Design show art Scott Provence - 2019 Training Magazine Winner of Excellence in No Tech Gamification Design

The Gamification Quest

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.

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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)