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Gamification Design
For Training and Talent
Development
 MONICA CORNETTI
 CEO, SENTENTIA GAMIFICATION
 GURU@SENTENTIAGAMES.COM
www.SententiaGamification.com
Sententia Gamification Strategy Design
A Trademarked and Proven Process
• #1 Gamification Guru, International
Speaker, and Acclaimed Author
• Founder and CEO of Austin-based
Sententia Gamification Consortium
• Monica Cornetti
• www.monicacornetti.com
• www.SententiaGamification.com
• @monicacornetti
What is gamification?
What is the process?
The ONLY Gamification Certification
that can earn you recertification*
credits with HRCI, SHRM, and ATD.
www.SententiaGamification.com
The Sententia Gamification Level 1 Apprentice
Certification takes you through the 5-step
trademarked and proven process of
gamifiying a corporate training or adult
education program.
By following the5-step plan, you are
essentially assured a successful outcome.
What is the process?
The ONLY Gamification Certification
that can earn you recertification*
credits with HRCI, SHRM, and ATD.
Game mechanics such as points, levels,
challenges, rewards, chance,
collaboration, scarcity, time limits, and
progression are directly linked to the
human desires of achievement, status,
self-expression and mastery.
www.SententiaGamification.com
Sententia Gamification ● The Treasure Map ● www.SententiaGamification.com
Promotes context, emotional
engagement, stickability,
and positive
outcomes in
the workplace.
Storytelling
What does your
win state look like?
 Because the training needs
are often obtuse, it is a
good idea for you to get a
very clear picture of what
winning looks like.
 What numbers will be used
to evaluate success?
 What are your micro-
indicators
for measuring results?
 What are you comparing?
 How will you know if it is
getting better or worse?
Knowing the score….
Those who know they are winning.
Those who know they are losing.
Those who don’t know the score.
The Game of Work by Charles A. Coonradt
Focus on Do…
✓ What are they not
doing now?
✓ What is the desired
outcome?
✓ How will you measure
success?
Samples Projects
Sententia Gamification ● Level 1 Apprentice Certification ● www.SententiaGamification.com
The following slides (#10-30)
show snips and screen shots of what
learning professionals like you have
accomplished with gamification strategy
design in the Sententia Gamification
Level 1 Certification
Critical Thinking in
Handling Foster Care Cases
December 2016Proposed by Xiaofang Li
Xiaofang Li
xiaofangli@ou.edu
Program Flow
Xiaofang Li
xiaofangli@ou.edu
Activities of Phase One (Pre-work)
Online Self-
Introduction
Pre-Training
Discussion
Gamification
Modules
Mini
Assignment
Assessment
03 Online Self-Introduction
• Self-introduction in the LMS
• Exchange ideas on expectations for the training program in a
discussion forum
02 Assessment
• 360 degree assessment
• An assessment to evaluate the learner’s prior knowledge,
confidence and commitment
01 Pre-Training Discussion
• A formal meeting between the participant and his/her manager
(15-30 minutes)
• Tools: Coaching Guide for the Manager; “Learning Contract”
05 Mini Assignment
• Prepare a real and current issue you have for the workshop
• Provide evidences (examples) of the issue
04 Gamification Module
• 5 interactive scenario-based online learning modules (see the
word document for scenarios)
• Discussion forums at the end of each module
Xiaofang Li
xiaofangli@ou.edu
Engagement
Game Mechanics
1. Cues/Questions: The participant will be presented cues or questions in the
adventure to promote critical thinking and reflection.
2. Feedback: When the participant makes a critical decision, there will be
customized feedback based on the participant’s choice.
3. Levels: The participant will go through the eight-step stairway of critical
thinking in each scenario.
4. Progression: The success is granularly displayed and measured through the
process of completing itemized tasks.
5. Performance summary: There will be an overview of the participant’s
strengths and weaknesses in using critical thinking skills to handle cases.
6. Chats: There will be an online learning community for the participants to share
thoughts and communicate ideas.
Xiaofang Li
xiaofangli@ou.edu
Kathleen Oropallo, Ph.D
CEO and Sr. Consultant
EDUSOAR LEARNING
koliteracy@aol.com
Mike Young is a new intern at Neuro
Systems. Director Jill Hardcase is a
new leader in her role. She is
responsible for developing applications
to improve patient care, but what she
does not understand is how her
leadership style is bringing an incredible
amount of stress to her intern Mike.
This could result in Mike becoming one
of those patients that Jill is supposed to
help. The action takes place within each
of Mike’s internal organs. The players
will become Mike and will take on the
choices he must make as he faces each
obstacle.
Sonia Scott
Sonia Scott Consulting
soniarscott@hotmail.com
Sonia Scott
Sonia Scott Consulting
soniarscott@hotmail.com
Tammy Williams Ball
Coaching by the Balls
tammy.ball@coachingbytheballs.com
Donna Gintz
State of Arizona
dgintz595@aol.com
Donna Gintz
State of Arizona
dgintz595@aol.com
Donna Gintz
State of Arizona
dgintz595@aol.com
Donna Gintz
State of Arizona
dgintz595@aol.com
The challenge was to create a test/knowledge check for our
learners that was fun.
How it works:
Terry the Turkey starts out with no feathers. From the map of
Thanksgiving Woods, the learner will click on a feather to
receive a question. If the question is answered correctly,
they will earn a feather. Goal is to get as many feathers as
possible.
Brandon Tanguay
Content Developer at Vistana Signature Experiences
Brandon.Tanguay@vistana.com
Link to Brandon’s template:
https://community.articulate.com/discussions/articulat
e-storyline/thanksgiving-turkey-themed-game-test
ALL ABOARD!
Leaving “Stress City” for “Wellnessville”
Sententia Level 1 Gamification Certification Assignment
By Kelli Chickos, M.A., CPLP
Attended in Tampa, FL on April 15, 2016
Program Objectives
(Level 3)
• Identify the key components of resiliency
and help individuals and teams identify 3-5
ways they can strengthen their resiliency.
• Understand personal stress triggers and
learn to mitigate their negative effects
through various stress reduction
techniques.
• Discuss how different management styles
escalate or alleviate stress in employees.
• Develop an action plan to reduce personal
stress and improve effectiveness in the
workplace.
Method of Instruction
• The foundation of this instructor-led training will be the game where participants are broken
into teams for their “road trip”. Each team is given an activity board with a starting point of
“Stress City” and an ending destination of “Wellnessville”. (Level 2 climax/outcome)
• Teams will select from situation cards that will give them a scenario to play out.
• Occasionally, the facilitator will call a “rest stop” and debrief progress, ask participants to
describe experiences, and lead discussions on how this can transfer to work behaviors.
• At the conclusion of the game, participants will each develop a personal action plan to cope
with stress using a game board-like template. They will be encouraged to continue their “road
trip” by asking fellow team members to be their accountability partners for occasional on-the-
job check-ins.
Game Mechanics
(Level 4)
• Avatars: Each member of the team will play a role of driver, shotgun, or back seat passenger (small figurines will
represent these roles on the game board).
• Achievements: Along the way, teams will get to advance to the next mile marker, add items to their suitcase, get
free gas, etc. as rewards for positive behaviors and choices they make during the road trip.
• Avoidance: Along the way, teams may also make poor choices that do not reduce stress or build resiliency. Such
choices will results in potholes, roadblocks, or running out of gas.
• Bonuses: There will be opportunities along the way for bonuses that could mean a shortcut to their destination.
• Cards: Teams will select situation cards that will guide their discussions, decisions, and subsequent actions.
• Leaderboards: The facilitator will keep track of teams’ progress at the front of the room to build competition,
engagement and momentum.
Sententia L1
Gamification Certification
Kerri Valliant & Whitney Whelan
May 2018
Meet Effie. Effie is ShineBright’s
newest employee and he has just
arrived on the dig site for his first day
of work. When he opened the door to
walk in this morning, a door he
thought great opportunity was behind,
he plummeted into a black hole and
slid all the way down to the bottom of
a rare gem mine.
Now he’ll needs to learn how to
become a miner… and fast! He’ll have
to dig his way out of the mine shaft
before everything shuts down for the
night and he’s left in the dark with no
supper… literally!
Level 2
1
2
3
4
5
6
Effie must clear all the mine shafts and
collect the different gems to dig his way
back up the surface – as he collects gems
and pours them into the collector his
resources improve! The better he does, the
more gems he collects which means his
rewards improve too!
1. Carrying Tool: Burlap sack, basket, wheel barrel
(choose!)
2. Lighting: Candle, flashlight, headlamp (deliverable 1)
3. Digging Tool: Shovel, pix axe, jack hammer
(deliverable 2)
4. Energy Food: Water, Water & Snack, Lunch Pail &
Water (deliverable 3)
5. Helper: Ghost, Dog, Friend (deliverable 4)
6. Elevator Music: slow and boring, jazzy, upbeat (we are
the champion music) (deliverable 5 – final).
Level 2
 Learners will UPGRADE their tools based on their
accuracy and speed collect gems. To more accurate and
the quick they complete lessons, do knowledge checks
etc. the more gems they collect which allows them to
obtain better tools.
 Satisfy status, vengeance & saver/collector learners
 Learners can view their own Progress or Collection
Bars to see how many gems they have collected, or
need to collect, in order to upgrade to the level they
want.
 Satisfy status and vengeance learners
 We will provide an electronic rule book that clearly
sets forth the expectations and asks of our learners.
 This engages our tranquility learners
 We will hide Easter Eggs to help make deeper
organizational connections for our learners and/or
provide hints for those who may be in distress.
 This will help us engage our tranquility learners as well
as satisfy our curiosity and status learners
Level 4
Three Levels of Certification
www.SententiaGamification.com
Level 1
Gamification
Apprentice
Online Programs http://bit.ly/LV1virtual
www.SententiaGamification.com
Follow the link
below to find your
start date.
THANK YOU
Twitter: @monicacornetti
Website: www.SententiaGamification.com
Email: guru@sententiagames.com
Learn More About Sententia Certifications
Live and Online Programs
Monica Cornetti
Founder and CEO, Sententia Gamification

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Sentential Gamification LV1 Certification Sample Project Submissions

  • 1. Gamification Design For Training and Talent Development  MONICA CORNETTI  CEO, SENTENTIA GAMIFICATION  GURU@SENTENTIAGAMES.COM www.SententiaGamification.com
  • 2. Sententia Gamification Strategy Design A Trademarked and Proven Process • #1 Gamification Guru, International Speaker, and Acclaimed Author • Founder and CEO of Austin-based Sententia Gamification Consortium • Monica Cornetti • www.monicacornetti.com • www.SententiaGamification.com • @monicacornetti
  • 4. What is the process? The ONLY Gamification Certification that can earn you recertification* credits with HRCI, SHRM, and ATD. www.SententiaGamification.com The Sententia Gamification Level 1 Apprentice Certification takes you through the 5-step trademarked and proven process of gamifiying a corporate training or adult education program. By following the5-step plan, you are essentially assured a successful outcome.
  • 5. What is the process? The ONLY Gamification Certification that can earn you recertification* credits with HRCI, SHRM, and ATD. Game mechanics such as points, levels, challenges, rewards, chance, collaboration, scarcity, time limits, and progression are directly linked to the human desires of achievement, status, self-expression and mastery. www.SententiaGamification.com
  • 6. Sententia Gamification ● The Treasure Map ● www.SententiaGamification.com
  • 7. Promotes context, emotional engagement, stickability, and positive outcomes in the workplace. Storytelling
  • 8. What does your win state look like?  Because the training needs are often obtuse, it is a good idea for you to get a very clear picture of what winning looks like.  What numbers will be used to evaluate success?  What are your micro- indicators for measuring results?  What are you comparing?  How will you know if it is getting better or worse?
  • 9. Knowing the score…. Those who know they are winning. Those who know they are losing. Those who don’t know the score. The Game of Work by Charles A. Coonradt
  • 10. Focus on Do… ✓ What are they not doing now? ✓ What is the desired outcome? ✓ How will you measure success?
  • 11. Samples Projects Sententia Gamification ● Level 1 Apprentice Certification ● www.SententiaGamification.com The following slides (#10-30) show snips and screen shots of what learning professionals like you have accomplished with gamification strategy design in the Sententia Gamification Level 1 Certification
  • 12. Critical Thinking in Handling Foster Care Cases December 2016Proposed by Xiaofang Li Xiaofang Li xiaofangli@ou.edu
  • 14. Activities of Phase One (Pre-work) Online Self- Introduction Pre-Training Discussion Gamification Modules Mini Assignment Assessment 03 Online Self-Introduction • Self-introduction in the LMS • Exchange ideas on expectations for the training program in a discussion forum 02 Assessment • 360 degree assessment • An assessment to evaluate the learner’s prior knowledge, confidence and commitment 01 Pre-Training Discussion • A formal meeting between the participant and his/her manager (15-30 minutes) • Tools: Coaching Guide for the Manager; “Learning Contract” 05 Mini Assignment • Prepare a real and current issue you have for the workshop • Provide evidences (examples) of the issue 04 Gamification Module • 5 interactive scenario-based online learning modules (see the word document for scenarios) • Discussion forums at the end of each module Xiaofang Li xiaofangli@ou.edu
  • 15. Engagement Game Mechanics 1. Cues/Questions: The participant will be presented cues or questions in the adventure to promote critical thinking and reflection. 2. Feedback: When the participant makes a critical decision, there will be customized feedback based on the participant’s choice. 3. Levels: The participant will go through the eight-step stairway of critical thinking in each scenario. 4. Progression: The success is granularly displayed and measured through the process of completing itemized tasks. 5. Performance summary: There will be an overview of the participant’s strengths and weaknesses in using critical thinking skills to handle cases. 6. Chats: There will be an online learning community for the participants to share thoughts and communicate ideas. Xiaofang Li xiaofangli@ou.edu
  • 16. Kathleen Oropallo, Ph.D CEO and Sr. Consultant EDUSOAR LEARNING koliteracy@aol.com
  • 17. Mike Young is a new intern at Neuro Systems. Director Jill Hardcase is a new leader in her role. She is responsible for developing applications to improve patient care, but what she does not understand is how her leadership style is bringing an incredible amount of stress to her intern Mike. This could result in Mike becoming one of those patients that Jill is supposed to help. The action takes place within each of Mike’s internal organs. The players will become Mike and will take on the choices he must make as he faces each obstacle. Sonia Scott Sonia Scott Consulting soniarscott@hotmail.com
  • 18. Sonia Scott Sonia Scott Consulting soniarscott@hotmail.com
  • 19. Tammy Williams Ball Coaching by the Balls tammy.ball@coachingbytheballs.com
  • 20. Donna Gintz State of Arizona dgintz595@aol.com
  • 21. Donna Gintz State of Arizona dgintz595@aol.com
  • 22. Donna Gintz State of Arizona dgintz595@aol.com
  • 23. Donna Gintz State of Arizona dgintz595@aol.com
  • 24. The challenge was to create a test/knowledge check for our learners that was fun. How it works: Terry the Turkey starts out with no feathers. From the map of Thanksgiving Woods, the learner will click on a feather to receive a question. If the question is answered correctly, they will earn a feather. Goal is to get as many feathers as possible. Brandon Tanguay Content Developer at Vistana Signature Experiences Brandon.Tanguay@vistana.com Link to Brandon’s template: https://community.articulate.com/discussions/articulat e-storyline/thanksgiving-turkey-themed-game-test
  • 25. ALL ABOARD! Leaving “Stress City” for “Wellnessville” Sententia Level 1 Gamification Certification Assignment By Kelli Chickos, M.A., CPLP Attended in Tampa, FL on April 15, 2016
  • 26. Program Objectives (Level 3) • Identify the key components of resiliency and help individuals and teams identify 3-5 ways they can strengthen their resiliency. • Understand personal stress triggers and learn to mitigate their negative effects through various stress reduction techniques. • Discuss how different management styles escalate or alleviate stress in employees. • Develop an action plan to reduce personal stress and improve effectiveness in the workplace.
  • 27. Method of Instruction • The foundation of this instructor-led training will be the game where participants are broken into teams for their “road trip”. Each team is given an activity board with a starting point of “Stress City” and an ending destination of “Wellnessville”. (Level 2 climax/outcome) • Teams will select from situation cards that will give them a scenario to play out. • Occasionally, the facilitator will call a “rest stop” and debrief progress, ask participants to describe experiences, and lead discussions on how this can transfer to work behaviors. • At the conclusion of the game, participants will each develop a personal action plan to cope with stress using a game board-like template. They will be encouraged to continue their “road trip” by asking fellow team members to be their accountability partners for occasional on-the- job check-ins.
  • 28. Game Mechanics (Level 4) • Avatars: Each member of the team will play a role of driver, shotgun, or back seat passenger (small figurines will represent these roles on the game board). • Achievements: Along the way, teams will get to advance to the next mile marker, add items to their suitcase, get free gas, etc. as rewards for positive behaviors and choices they make during the road trip. • Avoidance: Along the way, teams may also make poor choices that do not reduce stress or build resiliency. Such choices will results in potholes, roadblocks, or running out of gas. • Bonuses: There will be opportunities along the way for bonuses that could mean a shortcut to their destination. • Cards: Teams will select situation cards that will guide their discussions, decisions, and subsequent actions. • Leaderboards: The facilitator will keep track of teams’ progress at the front of the room to build competition, engagement and momentum.
  • 29. Sententia L1 Gamification Certification Kerri Valliant & Whitney Whelan May 2018
  • 30. Meet Effie. Effie is ShineBright’s newest employee and he has just arrived on the dig site for his first day of work. When he opened the door to walk in this morning, a door he thought great opportunity was behind, he plummeted into a black hole and slid all the way down to the bottom of a rare gem mine. Now he’ll needs to learn how to become a miner… and fast! He’ll have to dig his way out of the mine shaft before everything shuts down for the night and he’s left in the dark with no supper… literally! Level 2
  • 31. 1 2 3 4 5 6 Effie must clear all the mine shafts and collect the different gems to dig his way back up the surface – as he collects gems and pours them into the collector his resources improve! The better he does, the more gems he collects which means his rewards improve too! 1. Carrying Tool: Burlap sack, basket, wheel barrel (choose!) 2. Lighting: Candle, flashlight, headlamp (deliverable 1) 3. Digging Tool: Shovel, pix axe, jack hammer (deliverable 2) 4. Energy Food: Water, Water & Snack, Lunch Pail & Water (deliverable 3) 5. Helper: Ghost, Dog, Friend (deliverable 4) 6. Elevator Music: slow and boring, jazzy, upbeat (we are the champion music) (deliverable 5 – final). Level 2
  • 32.  Learners will UPGRADE their tools based on their accuracy and speed collect gems. To more accurate and the quick they complete lessons, do knowledge checks etc. the more gems they collect which allows them to obtain better tools.  Satisfy status, vengeance & saver/collector learners  Learners can view their own Progress or Collection Bars to see how many gems they have collected, or need to collect, in order to upgrade to the level they want.  Satisfy status and vengeance learners  We will provide an electronic rule book that clearly sets forth the expectations and asks of our learners.  This engages our tranquility learners  We will hide Easter Eggs to help make deeper organizational connections for our learners and/or provide hints for those who may be in distress.  This will help us engage our tranquility learners as well as satisfy our curiosity and status learners Level 4
  • 33. Three Levels of Certification www.SententiaGamification.com
  • 34. Level 1 Gamification Apprentice Online Programs http://bit.ly/LV1virtual www.SententiaGamification.com Follow the link below to find your start date.
  • 35. THANK YOU Twitter: @monicacornetti Website: www.SententiaGamification.com Email: guru@sententiagames.com Learn More About Sententia Certifications Live and Online Programs Monica Cornetti Founder and CEO, Sententia Gamification