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Kyle Miller - EDMS Escape Room

The Gamification Quest

Release Date: 02/16/2019

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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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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More Episodes

With over 5000 front end documents in their EDMS, Vitalant was seeking a way to create a meaningful and engaging training to support their staff to help them to know quickly and easily where to go to  find the information they need to do their jobs.

As revisions to procedures are continually happening, the company places high importance on where to find the answer and not on if you know the answer.

This virtual EDMS Escape Room, developed using Articulate Storyline 360, allowed the user 25 minutes to complete, with as many attempts as needed.

Read the Case Study and see the results at: The Gamification Quest

Try it now… follow the link below to test your skill at escaping from the EDMS Escape Room: 
https://360.articulate.com/review/content/4519d808-de8b-4b5c-9080-08a2f357e102/review