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Rev - by PentaQuest

The Gamification Quest

Release Date: 02/09/2019

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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Eric Nelson - School is in: Gamification Schoolhouse show art Eric Nelson - School is in: Gamification Schoolhouse

The Gamification Quest

Eric Nelson, has taught for a total of 26 year in countries such as The Marshall Islands, Taiwan, India, Korea, and Vietnam. He joins us to explore how gamification can be used to tackle tricky classroom problems, create alternates to traditional letter grades, and assess content mastery in new ways. Monica and Eric tackle the unique challenges facing teachers in the age of Covid, and how gamification can ease some of these growing pains.

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Tim Dickerson - Start Dirty Stay Dirty show art Tim Dickerson - Start Dirty Stay Dirty

The Gamification Quest

Tim Dickerson is like many Sententia learners (roughly 50% if you want a number), he ended up in instructional design by happenstance more than choice.  In this episode Monica and Tim talk about what particular gems of gamification wisdom were the most meaningful to him, and why you should rush to failure as fast as possible.

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Richard Vass - How to Make Rockstar E-Learning show art Richard Vass - How to Make Rockstar E-Learning

The Gamification Quest

Our topic today is what Richard and eLearning Brothers do best - Help You to Become an eLearning ROCKSTAR™ - help you build content that is engaging, interactive, and inspiring. You can see an example of ROCKSTAR eLearning if you download the case study at thegamificationquest.com Gamified Workplace Safety & Emergency Training. Team members report that the new training is the most fun compliance training they have ever completed.

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Game-Based-Learning in Practice show art Game-Based-Learning in Practice

The Gamification Quest

Use the Game Based Learning Design Wheel, which combines the scientific principles of learning theories, game design, and theories of motivation and behavior into a practical model to design gamification solutions that contribute to learning. Developed to design serious games for learning, Michiel and Karen will take you through the process of making your own serious game or gamification for your adult education or training program in 9 clear steps.

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Javier Velasquez - Gamification Feedback, Rules, and Loops show art Javier Velasquez - Gamification Feedback, Rules, and Loops

The Gamification Quest

Gamification designs for learning should use the full potential of feedback rules and feedback loops. Feedback is key in game design not just to direct behavior, but also to give discernable cues to the players on their performance and aspects to improve. A good gamification design knows to nudge behavior, but great gamification design creates meaningful learning cycles that use multiple feedback rules. These feedback systems can create loops that accrue and relate to meaningful rewards or game outcomes.

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Bernardo Letayf - Map a Player Journey show art Bernardo Letayf - Map a Player Journey

The Gamification Quest

Why is a player journey such an essential part of gamified instruction?  Bernardo is joining us to promote his player journey creation workshop that he will give at Gamicon 2020.  Learn how a well crafted player journey will reward mastery, as well as how to balance an extrinsic rewards system.  Should everyone get a trophy? 

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Victoria Ichizli-Bartels - Practice Self-Gamification show art Victoria Ichizli-Bartels - Practice Self-Gamification

The Gamification Quest

Practice Self-Gamification or we could turn that title into How to Play the “Turn Your Life into Fun Games” Game. You are going to appreciate the program today as you learn how and why to turn your life into a game. Why would you do that? When you no longer focus on upsets and complaints, you save an enormous amount of time.

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Marilyn Zwissler - The Great Art Quest show art Marilyn Zwissler - The Great Art Quest

The Gamification Quest

An art history course developed for Alverno College based on a challenge to save art works of five ancient cultures from oblivion and thereby save the memory of those cultures. 

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Jean Marrapodi - GamiCon Throwdown Judging show art Jean Marrapodi - GamiCon Throwdown Judging

The Gamification Quest

Gamicon 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. 

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Pentaquest, led by Kerstin Oberprieler, worked with an Australian Government Department to implement gamification with the objective of increasing their employees' engagement with professional development.

Like many government agencies, this department was seeking a mechanism to shift their culture to one that more collaborative in nature and focused on professional development. A culture where individual activities and goals are clearly linked to broader organizational priorities and strategies. 

Their question, "How do we empower and motivate staff to improve the quality and quantity of performance feedback, engage in positive management practices and take responsibility for continuous professional development?”

Rev was developed in response to that question, and was recognized as a Training Magazine Award finalist for Excellence in eLearning or Web-Based Gamification Design at GamiCon 2018.