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

The Gamification Quest

Release Date: 03/02/2019

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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Domenic Caloia - Adaptive Design for Personalized Learning show art Domenic Caloia - Adaptive Design for Personalized Learning

The Gamification Quest

Training a global workforce presents several problems. Sales and technical both need product training, but while their needs differ, there is a significant overlap that blurs the boundaries. The common solution is to create different training for each group, but this is inefficient, and many employees find the need to train in both. Adopting an adaptive design for training allowed the Company to successfully address these issues.

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Javier Velasquez - Cash Inc. show art Javier Velasquez - Cash Inc.

The Gamification Quest

A Colombian bank wanted to test drive gamification to transform their digital culture within the organization. A gamified app was developed centered around an evil anonymous organization (Cash Inc), which used cash to stop the development of the country. To defeat Cash Inc, players must pass several challenges that involve learning to use the Bank's digital portfolio, avoid using ATMs, and pressure nearby commerce to start accepting digital means of payment.

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John Chen - Geoteaming at GamiCon 2019 show art John Chen - Geoteaming at GamiCon 2019

The Gamification Quest

GamiCon 2019 will be held in New Orleans, LA on September 15-17, 2019. This year's conference will culminate with a combined Geoteaming event with the TechLearn19 participants for a team building and networking adventure in the city of New Orleans.

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Sue Bohle - A Spotlight on the Serious Play Conferences 2019 show art Sue Bohle - A Spotlight on the Serious Play Conferences 2019

The Gamification Quest

The Serious Play Conference is the leadership gathering for thought leaders in game-based learning, and is the only conference that covers all market sectors – corporate, healthcare, education, government, military, museums and other application areas.

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Understanding the Student Perspective of Art History Survey Course Through Game Design show art Understanding the Student Perspective of Art History Survey Course Through Game Design

The Gamification Quest

The art history survey course has been recognized as problematic with regard to its lack of innovation and adaptation to educational trends and the evolving landscape of college-level learners. While Yavelberg’s recent dissertation provided broad insight into the faculty perceptions of the course and its outcomes, there has been little effort to gain a researched perception of the course by students. The study gave great insight into student perceptions and the challenges of educational game design.

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Brown University - Fantastic Places, Unhuman Humans show art Brown University - Fantastic Places, Unhuman Humans

The Gamification Quest

What can the grotesque, monstrous, and even alien creatures found lurking in an extraordinary range of literature across many centuries reveal about the different ways humans have imagined what it means to be human? Join us to explore this gamification case study and hear from the creators about their design. They will share insights and answer questions about their highly successful gamified undergraduate course at Brown University titled “Fantastic Places, Unhuman Humans.”

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The CFM Challenge show art The CFM Challenge

The Gamification Quest

Founded in 1981, CFMA serves more than 8,900 members via 98 chapters located throughout the US and Canada. The construction industry faces ever changing challenges such as regulations, competition, labor shortages, and new technology. The CFM Challenge, a tabletop board game, was created in response to the need for members to have an engaging way to interact with each other, gain new knowledge/ideas, and learn to better communicate their ideas to their CEOs.

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E. Altug Yilmaz - Masters of Claims show art E. Altug Yilmaz - Masters of Claims

The Gamification Quest

A leading insurance company, located globally, with more than 700 workers at HQ and more than 1000 at agency, wanted to increase the quality of file process, with less complaints regarding the benefits and solving time for each case.

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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