P08 Getting Started with Gamification
8:30 AM - 4:30 PM Monday, October 23
The term “gamification” is often misunderstood, but it doesn’t have to be. Gamification is simply about taking the psychology and motivation of games—fun, challenge, achievement—and applying them to real-world, non-game situations. Gamification is not just about the technology that enables it. Because successful gamification is more about psychology than technology, you must learn to add the right mix of mechanics, dynamics, and aesthetics to achieve a successful outcome.
In this hands-on and interactive workshop, you will learn a five-step process for adding meaningful gamification to a learning or talent development program. You’ll experience firsthand how gamification design can create change within organizations, and you’ll use an L&D case study, tactical templates, and gamification strategy playing cards as you gather data and participate in creative, problem-solving, and assessment activities. By the end of this workshop, you’ll have a stronger understanding of how to increase learning and engagement through key concepts found in game design and behavioral psychology.
In this session, you will learn:
- How to identify your target audience and define how gamification can help you achieve measurable business objectives
- How to frame and wrap your quest in a spellbinding story to create a narrative thread that pulls through the entire program
- How to use the right mix of ingredients in your learning activities to allow the participants to acquire knowledge and skill, rather than merely receiving and memorizing information
- How to determine which game elements you will use, and how to implement game mechanics to motivate your players
Novice to intermediate designers, developers, and managers.
in this session:
Gamification, eLearning, and blended learning.
Founder and CEO
Monica Cornetti, the founder and CEO of Sententia Gamification, works with individuals and organizations who want to learn how to think differently to achieve uncommon results. A gamification speaker and designer, she was rated No. 1 among the Gamification Gurus Power 100 by Rise in 2015 and 2016, and in 2016 was also recognized as a top-three finalist for the Gamification Guru of the Year Award by the World Gamification Congress. Monica is the author of the book Totally Awesome Training Activity Guide: Put Gamification to Work for You.
Chief Motivation Officer
Jonathan Peters, the chief motivation officer at Sententia Gamification, has engaged audiences around the world, helping them recognize what motivates their employees, their customers, and themselves. At Sententia, he ensures that talent development processes and programs are attractive and fun for the players. He is certified in the Reiss Motivation Profile that reveals why designers, facilitators, and participants engage and why they don’t. Jonathan has authored four books and is also an adjunct professor at the University of Nevada–Las Vegas.