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Monica Cornetti -- Match-A-Mo Learner Persona Game

The Gamification Quest

Release Date: 03/02/2019

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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Fernando Mendes: Gaminar show art Fernando Mendes: Gaminar

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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What Does it Take to Create an Award-Winning Program? show art What Does it Take to Create an Award-Winning Program?

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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Darryn Van Den Berg show art Darryn Van Den Berg

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
 show art David Castañeda Pardo and Lina M. Parra Ante


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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Scott Provence: Why Villains Always Lose show art Scott Provence: Why Villains Always Lose

The Gamification Quest

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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Hadiya  Nuriddin
: Choose your Fighter show art Hadiya Nuriddin
: Choose your Fighter

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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Mahesh Joshi: A Client’s Request show art Mahesh Joshi: A Client’s Request

The Gamification Quest

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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Deirdre Jensen - Scenario-Based Learning and Gamification show art Deirdre Jensen - Scenario-Based Learning and Gamification

The Gamification Quest

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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Jimbo Clark - Thinking Out of the Virtual Training Box show art Jimbo Clark - Thinking Out of the Virtual Training Box

The Gamification Quest

Covid-19 brought tremendous disruption to the world of physical corporate training.  Jimbo Clark tells us how he took a course that required participants to construct a physical box, and pivoted it to being a digital experience that was just as engaging.  He shares lessons learned from this experience so you can avoid going through the same growing pains.

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More Episodes

Match-A-Mo Learner Persona Game

The Sententia team developed this 2-minute game to playfully learn how to match mechanics to a learner persona.

As part of marketing and branding campaign for GamiCon19, the game premiered at the Training Magazine 2019 Conference and Expo, in Orlando, Florida in February 2019.

Sententia Gamification hosted a Gamification Booth so that Expo attendees could play and learn more about the fundamentals of gamification design for learning.

Watch the Video

Download and Play the Match-a-Mo Game