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_outlineGamicon 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.
We explore questions like "how should instructional designers be judged?", "Who should be doing the judging?", and "What makes gamified learning objectively good?".
About our guest: Jean is a pioneering problem solver. With 20+ years’ experience in corporate training in retail, banking, print, non-profits and healthcare, followed by 5 in higher education, she worked to bring innovation to each organization, shifting paradigms and transforming learning methodologies. In her current role at MassMutual, she works with financial literacy education for the Society of Grownups. Additionally, she does consulting as the Chief Learning Architect at Applestar Productions, providing targeted E-learning and custom workshops for her clients. Jean led the award-winning eLearning team at New England College of Business, where she continues to teach in the graduate programs. In 2016, she was honored to be named a Guild Master by the eLearning Guild.
Jean has a PhD in Adult Education, a Masters Degree in Online Instructional Design and is a Certified Professional in Learning and Performance, ATD’s highest credential, and most recently, received the prestigious Sententia Gamification Level 3 Master Craftsman designation. She is a frequent conference presenter, having presented workshops in training, instructional design, E-learning and low literacy learning at the international, national, regional levels. She lives outside of Boston with three cats and a persnickity pooch named Arthur.
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). Connect with Monica on LinkedIn.