Amy Morrisey - The Catch It Game for Tiffany and Co.
Release Date: 02/10/2020
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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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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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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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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With the pandemic, facilitator-led corporate training was pushed to virtual platforms and many companies and freelances were not equipped to deliver experiential learning online.
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Many GamiCon participants care about awards and would like to have the prestige that comes with winning an award. But how do you know if your gamified learning solution is award-worthy?
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A Player Journey can be used to guide players towards specific goals and deciding which journey you want to send players on is only the start.
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How can you use a motivation driver’s perspective to test your game designs in a more integrative way?
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Ever wonder why genius supervillains fail to take over the world? In this session, use game-play and business-based research to accomplish your own version of world domination.
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Including compelling characters in your games creates opportunities for fostering a sense of connection, empathy, ownership, and meaning for learners while they experience the narrative you designed.
info_outlineTiffany & 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)