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Embark on an exciting journey to revolutionize corporate learning and development, employee onboarding, training, and adult classrooms with the dynamic world of gamification. Join us at 'The Gamification Quest,' where Sententia Gamification takes you on a captivating exploration of this cutting-edge strategy, designed to ignite motivation and engagement among employees, customers, and students. Our podcast features insightful conversations with leading experts in Learning and Development, Ad ...
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In this episode, we meet Pradeep U.N., a masterful weaver of narratives and gameplay, turning organizations into vibrant ecosystems where storytelling, gamification, and social learning converge to unlock a symphony of inclusion, innovation, and purpose. About Your Host: Monica Cornetti works with individuals and organizations like yours who want t…
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My guest is Artrell Williams and our topic is Taiyazukuri – A Tire Manufacturing Card Game that teaches tire manufacturing processes and terminology, fostering understanding through descriptions. It imparts Sumitomo Rubber USA’s Mission, Vision, Values, and KPI impact on business. The deck serves multiple purposes, reinforcing key concepts for SRUS…
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My guests are Jamie Phillips, Celia Sellers, and Rebecca Arnett, and our topic is Creating a Cyber Security Escape Room. In this innovative Cyber Security Escape Room event, participants raced against time to thwart a hacker using social engineering, phishing, malware, and more. Designed for the curious, puzzle-loving, adventurous, and competitive,…
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My guests are Jordan Dyson and Scott Provence and topic is their internationally award-winning project called Walk With Me. A wealth management firm was looking for ways to improve their organizational culture and address risks of declining client-service quality. Jordan and Scott created a two-step, game-based solution for this client: first, empl…
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My guests are Bret Wardle and Michael Hyzy, and our topic is their book titled, Gamification for Product Excellence. After years of leading product strategy, management, and development, Mike realized gamification could be the ultimate game-changer for creating engaging products. Seeing an opportunity to share this powerful concept, he channeled hi…
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Bernardo Letayf and Roman Rackwitz are renowned gamification experts on the cutting edge of innovation with their latest project, TABI. With a passion for merging gaming principles with various fields, they bring extensive expertise to the world of technology and engagement. TABI, their groundbreaking software, promises to revolutionize user experi…
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In the case of the project that is the topic of today’s podcast, Jim Piechocki woke up a dreadfully dull IT classification process training with a post-apocalyptic superhero story he had pitched years ago to Marvel about The Technicals, an alien race that takes over and outsources Earth. The gameplay: You must learn how to create a keyword class to…
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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 s…
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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…
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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. Her first version was an in-person pop-up escape room but when COVID hit, she had to pivot to rethink and redesign it to be a virtual escape room but preserve the most fun parts…
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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. Gaminar.net is a platform that enables educators to deliver serious games involving business and soft skills simulations online providing a seamless experience both for Fa…
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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? How do you articulate the value your solution(s) delivered to the organization? Can you describe the problem your training solution helped solve? Our panel of judge…
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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. Let’s look deeper into what Player Journey can help you to achieve. The player journey is supposed to be fun, but for it to be fun it must be planned. A good journey will have twists and turns, BUT can you g…
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How can you use a motivation driver’s perspective to test your game designs in a more integrative way? Step 1: Be aware of and consider the complexity of the mind of your user. What moves, excites, and challenges your players while they’re inside your system? Check the different qualities of how your player feels and thinks while playing. Playtest …
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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. More than just a hands-on learning session, this playshop will also give you ready-to-deploy tools you can use to set and achieve actual business goals within your teams and…
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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. Learn how characters contribute to your games. Build a character with their own physical, social, and psychological blueprint and then build the struc…
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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 prog…
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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. About Our Guest: In 2014, Deidre established Game2Change Consulting Services to bring gaming, play, …
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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 p…
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An international classroom teacher of many years, Eric Nelson 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 so…
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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. About our guest: Tim Di…
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Our topic today is centered on 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 that accompanies this podcast at thegamificationquest.com Gamified Workplace Safety …
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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 by Living Story and used for years to design serious games for learning, Michiel and Karen will t…
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Gamification designs for learning should use the full potential of feedback rules and feedback loops for engagement. Feedback is a key aspect 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 how to nudge behavior, but a great g…
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Why is a well crafted player journey such an essential part of gamified instruction? Bernardo is joining us today to promote his workshop that he will be giving at Gamicon 2020 about player journey creation. Learn how a well crafted player journey will reward mastery, as well as how critical it is to balance an extrinsic rewards system. Should ever…
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Our topic today is: 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? One reasons to turn any project into a game is that when you no longer focus on upsets and c…
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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. About Our Guest: Marilyn Zwissler started out as a product trainer, found out it was a profession, and is now a performance improvement professional. Along the way, she earn…
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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. We explore questions like "how should instructional designers be judged?", "Who should be doing the judging?", and "What makes gamified learning objectively good?…
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Hacker’s Mind by Elevate Security gamifies the security training process resulting in employees who understand their importance in securing your organization. Turn every employee into a security superhero, and equip the organization to succeed against today’s people-centered risk. About Masha Sedova: Masha Sedova is an industry-recognized people-se…
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Informational webinars, attract people who are either moderately curious about something that you're offering; wondering if you'll be able to meet their needs. If you're in HR, Corporate Training, or a Teacher, webinars offer an inexpensive (free) alternative to live, instructor-led sessions. If you are a business owner or a marketer. webinars are …
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Tiffany & Co. needed to train security officers to follow an important process when they suspect someone of shoplifting. The target audience rarely actually encounters a situation that allows them to apprehend a shoplifter. They must remember and apply Tiffany’s Five Elements of Proof EXACTLY or risk a public relations catastrophe. Tiffany and Co. …
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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 th…
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The Company provides online training for its global sales and technical staff. 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 …
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A Colombian bank wanted to test drive gamification to transform their digital culture within the organization.The bank is betting towards its digital portfolio, but its own employees rely too much on cash for their daily transactions. A gamified app was developed centered around an evil anonymous organization (Cash Inc), which used cash to stop the…
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John Chen is a Digital Team Building Expert. He is the CEO of Geoteaming specializing in corporate team building and leadership programs that use technology and adventure, and the Wiley author of "50 Digital Team Building Games”. John has completed over 1,110 team building events with over 100,000 clients. GamiCon 2019 will be held in New Orleans, …
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Sue Bohle is the Executive Director of the Serious Play Conference Montreal July 9-12, 2019 Orlando July 23-26, 2019 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…
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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 ga…
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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? This online, full semester literature course was designed in collaboration by artist Matt Rockman, and Sententia Gamification Journeym…
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Founded in 1981, CFMA is the only organization dedicated to bringing together construction financial professionals and their partners serving their unique needs. 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 s…
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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. The answer was a gamified web-based program with Chinese Dragon Boats collaborative quests and challenges.…
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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 Gamifica…
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A program launched by Confecámaras, the guild of Chambers of Commerce of Colombia and Colciencias, the state agency for the promotion of innovation in the country. The objective was to increase the level of innovation among companies in Colombia – to help more than 1,000 Subject Matter Experts in 14 cities in Colombia to adopt innovation practices.…
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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 …
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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 focus…
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According to the National Association for Music Education, over 50% of students quit their school’s music program after 1-2 years of starting. Among the key reasons given is the fact that teachers do not provide enough opportunities for engagement and fun with the content. A public school teacher was looking for a way to drive down these dropout ra…
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At the Academy for Professional Excellence, a program of the San Diego State University School of Social Work their purpose is to revolutionize the way people work to ensure the world is a healthier place. They provide exceptional learning and development experiences for the transformation of individuals, organizations and communities. Child protec…
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Discussion Hero is a gamified discussion board where students become heroes and villains in a tough, yet still respectful, battle of ideas. This puts the debate aspect of discussions boards front and center by giving students an understanding of what is expected of them in a creative and entertaining way. Northwestern University School of Professio…
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The Consumer Finance Protection Bureau created the Misadventures in Money Management (MiMM) education program to improve the financial readiness of young servicemembers by providing “just enough, just in time” education. The content is focused on consumer financial protection topics that will be of most concern to them when they enter the Service, …
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I’ve invited Rob to be our guest on the program today, because he was selected to lead a Gamification Design Build Workshop for us at GamiCon - The First International Conference for the Gamification of Learning which will be held in Chicago on October 6-8, 2018. Rob Alvarez is an expert, speaker and advocate for the use of gamification in educatio…
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Today we learn about Gamification and the Zone of Proximal Development. Miary and Monica discuss the concepts related to the Zone of Proximal Development theory, describe how those concepts can be used to optimize gamification project design, and how ZPD concepts can be integrated in gamification initiatives. About our Guest: Dr. Andriamiarisoa is …
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