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Augusta University: The AU Victory Cup

The Gamification Quest

Release Date: 03/16/2022

Monica Cornetti: The Imagineering Magic of Disney show art Monica Cornetti: The Imagineering Magic of Disney

The Gamification Quest

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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Augusta University: The AU Victory Cup show art Augusta University: The AU Victory Cup

The Gamification Quest

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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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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More Episodes
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 Guest:

Jeff Mastromonico has been teaching, developing multimedia, and working in instructional design in the higher ed space for over 20 years. He currently is the Director of the Center for Instructional Innovation at Augusta University in Augusta, Georgia. He has a Masters of Education in Educational Technology from the University of South Carolina and a second-level certification in Gamification from Sententia.

Lynsey Steinberg is one of the 300 board-certified medical illustrators. Lynsey graduated with a Bachelors of Fine Arts from the Savannah College of Art and Design with a Masters of Science degree from the Medical College of Georgia and earned her board certification in 2016. Lynsey has been able to experience hands-on surgery in the operating room, develop virtual reality, 3D printing, animation, gamification, and graphic design while working directly with students, faculty, and staff. As a team member, she believes in creating engaging work with a passion for creative problem solving through collaboration, inspiration, and innovation.