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

The Gamification Quest

Release Date: 02/10/2020

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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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The Gamification Quest

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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The Gamification Quest

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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The Gamification Quest

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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David Castañeda Pardo  and Lina M. Parra Ante
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The Gamification Quest

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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The Gamification Quest

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. 

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A client asked Mahesh Joshi if he could gamify a one-day seminar to generate greater interest in the material. The resultant product is a card game—BiggieBills—is a patented, interactive, and dynamic strategic thinking game. In this episode, Mahesh and Monica walk through the process from the first request to the implementation of the gamified program and iterations along the way.

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And our topic today is centered on highly engaging and effective projects that Deirdre and her team have created for clients. We’re going to explore together -  How Scenario-Based Learning and Gamification are Great Partners for High Impact Learning. 

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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)