23rd to 27th NOVEMBER 2020
Online Edition
Headline sponsor
Gamification Europe 2020
Meet our Gamification Europe 2020 speakers
Learning and education
Day sponsor
10.30 to 12.30 – Morning session
All times are CET (Central European Time)
10.30 to 10.35
Intro by the Chair
Rob is an expert, international speaker and advocate for the use of gamification, especially in education and learning. He will be setting the scene for what you can expect today and keeping us on track.
10.35 to 11.05
What a decade! A gamified learning journey in Indonesia
• Introduction about Eko, Kummara group, and the vision to create an impact in Indonesia, and the humble beginning.
• How we start with board-game, setting up Indonesia Boardgame Challenge - a gamified program to socialize the potential of the game as learning media that successfully kickstart the whole industry (Indonesia has received gamification world award nomination (2015) in 2 categories: Best Non-Software Innovation & Best Theoretical Contribution.
• How we implement Fun, Interactive, Natural, and Engaging (FINE) Approach to engage and motivate 30,000 Indonesia Post employees all over Indonesia.
• How we implement the integrated game-based learning and gamification approach to promote peace and tolerance, implemented in 17 cities in Indonesia, motivating the establishment of >1000 agents of peace in Indonesia, and selected as the most innovative program by UNDP.
• How we design and implement the playful learning journey, an online integrated game-based learning and gamification approach. supporting the on-boarding program for 268 new employees of the biggest telecom company in Indonesia.
• What's next? A glimpse of our next adventure:
o Playful business: an online facilitated game-based learning for start-up and SME's.
o Playful & Peaceful World - a playful learning journey promoting peace and tolerance.
o Playful leadership program.
11.05 to 11.30
IT'S FREAKING AMAZING TO LEARN THINGS THIS WAY!
Olga Kożuchowska, Arek Siechowicz
Time to learn more about… The Mystery of the Seal. The captivating storyline in this gamified learning for SWPS University Office Of Career Services generated amazing results. Dive in to hear:
- It’s freaking amazing to… who said that?
- Break the secret of the 7 seals - which seven competences, crucial for career development, will we be training during our journey around the world?
- The preparation camp - how we analyze users' needs and personas BEFORE the main gamification?
- Data and first results - almost half a thousand users, more than 400 hours spent on learning, absolutely voluntarily, IN THE FIRST WEEKEND!
- How to be more and more efficient - adaptive Learning and AI inside the elearning gamification platform.
11.30 to 11.40
Comfort Break
Stand up, move around, grab a coffee and a snack and come back refreshed.
11.40 to 12.05
SUPPORTING COMPANY TRANSFORMATIONS WITH AN AI DRIVEN DIGITAL ACADEMY
The world is rapidly changing and many companies relentlessly focus on transforming their business to be able to follow this speed of change. To be able to keep up with the pace of innovation, companies need to adopt an agile mindset where success is heavily depending on the agility of its employees. Agility goes hand-in-hand with embracing life-long learning, since it provides employees with the skills, tools and techniques to enable fast transformation.
Within DigitalScaler, we are developing a ‘Smart Digital Platform’ to support companies in their transformation journey. Supported by an AI-driven engine, we create the most suited learning journeys in the Digital Academy (powered by Bravon) for each employee within these companies, allowing them to execute the company’s strategy in the most effective and efficient way.
12.05 to 12.30
DISRUPTING THE MARGINALIZED EDUCATION!
I had this amazing opportunity to design a gamified learning experience for children of an underprivileged community in Egypt. The results of what I saw on their behavioural changes, and the influence of the experience on the way they think were mind-blowing! I would love to share this with the community in order to start adopting Gamification with underprivileged communities, to disrupt their world of traditional boring and ineffective education.
12.30 to 13.15 – Lunch
All times are CET (Central European Time)
12.30 to 13.15
CAFÉ AREA OPEN – NETWORKING LUNCH
Stand up, move around, grab a drink and some lunch. Enter the café area and eat your lunch with a colleague or a new friend.
13.00 to 13.15
SPEED NETWORKING SESSION
For those who love a bit of networking at a conference you can join this voluntary session of speed networking. Every 3 minutes you'll be randomly allocated to chat to someone else. Who will you end up meeting we wonder?
13.15 TO 15.30 – Afternoon session
All times are CET (Central European Time)
13.30 to 13.45
Embracing distractions in live virtual sessions
Learners face a number of distractions in a virtual learning environment. The phone, email, app notifications, children, pets, parents, spouse, neighbours, traffic on the street outside, bad internet connection, nature's call... are all distracting them from a shared learning experience.
In searching for a solution, we built Dextr.io, developed the GPS framework, and learned a lot about distraction management. In my lightning session, I'll talk about how we developed a tool that empowers learners to manage distractions using the principles of Gamification, Personalization, and Socialization.
13.45 to 14.00
Let's play a game: An experiment on game design and education
Erik Agudelo & Aleksandra Witoszek
Ola and Erik believe in a bold concept: "that we should all have the chance to build a game". With this in mind, the "Toolbox for Creativity" was created. Each and every component of this game was designed to provide the right level of scaffolding in the students' journey of game design and development.
The Toolbox for Creativity was implemented to maximise the learning outcomes of the class Organizational Behaviour. As is usually the case in such stories, an enemy appeared in this narrative. This time, its name is COVID19.
Check how Erik and Ola adapt their idea to the reality of distance learning and what was the result of this experiment.
14.00 to 14.20
Mixed Reality and Simulation Gameworlds: Designing Using Complexity Theory
Education will become increasingly reliant upon virtual reality, augmented reality and simulation and less dependent upon factual content pushing in online learning. New theoretical models for creating self-directed, self-paced learning in virtual learning environments (VLEs) are required in order for this to realize its potential and not descend to entertainment. In this presentation I will discuss the nature of complexity theory in serious game development working with both the United Nations and the World Health Organization designing deep games for learning.
Gameworlds are not games with winners or losing conditions. They are alternative realities with defined boundaries, avatar immersion and multimedia-rich content exploration. They permit the learner to roam through content areas and feature multiple engagement loops, emergent gameplay, fantasy fulfilment and granular progress tracking instruments. We will describe our work in fields as diverse as addressing food scarcity, mass casualty emergency training for physicians, rapid large-scale training of health care workers for COVD preparedness and addiction medicine using these principles. Audience members will leave with a basic understanding of gameworld design and how to begin to implement these ideas using their own learning management software.
14.20 to 14.25
COMFORT BREAK
Stand up, move around, grab a coffee and a snack and come back refreshed.
14.25 to 14.45
Personalized Gameful Design
Several research studies have been showing that personalized gameful solutions can lead to higher engagement and performance. However, personalized gameful design faces two challenges: deciding how to select game elements and activities that are appealing to different users, and deciding how to adapt the experience to each user. In this talk, Gustavo reports on the latest research and his own experience designing personalized gameful solutions. To solve the first challenge (design), he will show how to use the classification of gameful design elements, the gameful design heuristics, and the user types models to create solutions that are appealing to different users. For the second challenge (adaptation), he will discuss strategies for customization (letting the user adjust their experience at will) or personalization (having the system automatically learn about the user and make adjustments).
14.45 to 15.10
PANEL SESSION: Designing games to explore, address and take action for wicked learning problems
Panel Chair: Sarah Le-Fevre. Panellists: Dave Eng; Antonios Triantafyllakis; Monica Cornetti
The focus of the panel is using games to address wicked problems. Games are often used to create learning experiences (knowledge acquisition, examining values, exploring systemic issues) around wicked problems such as inequality, culture in organisations, the climate crisis – and I’m sure you can add many more. But today’s focus is a little closer to home, looking at wicked problems within learning itself. As learning professionals, we face issues around accessibility, content and quality all the time, so let’s examine just a few of these.
Covid19 has presented us with many challenges, but one of the greatest concerns for many learning providers has been managing the transition from the classroom to online. How might games or gamification play a part, either as content, frameworks for taking advantage of the additional functionality of ‘online’, or as part of our own design/translation processes?
Recent research from the National Foundation from Educational Research has shown that pupils from disadvantaged backgrounds are less likely to be engaged with remote learning, further damaging their prospects during lockdown. If games could be part of the solution to the engagement problem, how do we factor in, for example, unequal access to technology?
A final question, which is somewhat ‘meta’. Although there have been many innovations in platforms and software to help with online, it feels like the field is still so new, that we haven’t yet achieved reliable pedagogies, with firm theoretical and experimental bases. What could we do with games to help explore online learning to build our understanding?
15.10 to 15.15
WRAP UP
Our Chair for the day will take a moment to reflect on the talks and sessions you have all experienced.
15.15 to 15.30
CAFÉ AREA OPEN UNTIL EVENT CLOSES
Your last chance of the day to have a quick chat, share your contact details and then start unwinding from today's event.
sponsor
sponsor
sponsor
2020 Theme is 'Disruption'
This conference will showcase ideas and sessions around two key aspects of disruption:
Whether it's Marketing, Employee Engagement, Effective Learning, or Culture Change that you care about, join us to learn how to use gamification to achieve your goals. Join our mailing list to be first to know when tickets become available!
With gratitude to our 2020 sponsors
HEADLINE SPONSORS
Gamehill
Gamehill - Gamified Learning Platform. Engaging employees and students since 2015. They are winners of Outstanding Gamification Award as well as Best international implementation of Gamified learning solution form London's LTA. With experience from many corporate clients including Deloitte, Orange, Skanska and Deutsche Bank they are now branching out to the higher education sector. Their recent addition of Adaptive learning module could be a game changer!
Moojoo
Moojoo is an innovative and intelligent consortium of gamification and learning experts who make a difference in the world. We believe the first job of a teacher or a trainer is to make the learner fall in love with the subject. Our gamification approach puts learners on a path to success, using the Hero’s Learning Journey to harness the power of play. The result is instructional design that resonates with learners and meets them where they are – culturally, emotionally, and academically.
Bravon
Passioned about user engagement and how to tweak it, Bravon was born out of necessity. Applying game techniques in non game situations is a complete game changer when it comes to users adoption, motivation and engagement. Companies and digital solutions are struggling with unmotivated, unengaged employees, customers, users that are real brakes to business development and growth.
Bravon is a cloud solution providing an All-In-One gamification platform improving user experience that you can use in few minutes. Our solution allow to create tailor-made journeys according to your expectations and those of your users. These journeys are a fun and unique experience that will motivate them to always take the next step and reach their goal. This game-based method, creates a positive feeling about your business and increases engagement.
The Bravon Partner Program is designed to help you build new experiences, launch faster, and reach more customers.
3radical
3radical provides organisations with an innovative way to achieve unprecedented engagement and earn data directly from their audiences. Using 3radical’s award winning Voco software platform and supported by comprehensive strategy and execution services, business users have the ability to quickly create and publish interactive digital experiences based on a wide array of template mechanics and rewards informed by the latest game science theory. These compelling online experiences are delivered directly to each recipient and optimised by preference data, real-time decisioning, and learning based on billions of interactions. Every exchange results in fully-permissioned, “earned data” provided willingly by the individual in a transparent, mutually beneficial environment – critical to informing the business and elevating communication strategies, especially as other data sources become less effective. 3radical operates globally through offices in North America, the UK and Asia Pac and serves major brands across a broad range of industries.
inooster
Inooster is a technology company that offers performance management and loyalty programs through gamification-based, new generation motivational solutions. We help our business partners reach their goals by placing people and fun in the center of all business processes.
We transform goal-oriented user activities into experiences that trigger internal motivation via game elements such as leader boards, feedbacks, storytelling, etc. via our own methodologies, and products. As Inooster, we offer three product families: Motivist for employee engagement, Bond 1440 for customer loyalty programs and Noos, a flexible and powerful infrastructure tool for customization.
We have helped many businesses from different sectors reach their goals; whether it is making the end-user experience more enjoyable at a mall, motivating the personnel at a call center, helping the sales teams reach their quotas, or working along with municipalities to promote people to become more active. We are there, constantly striving to achieve more in every aspect to help you reach your goals.
SPONSORS
Infinite Gamification: motivate your team until the end of time
The book Infinite Gamification by Toby Beresford tells us how to create sustainable scoring programs to influence behaviour at work and at play. It is aimed at leaders working on small or larger programs and is a practical guide to the methods and pitfalls involved.
MotiviUX
MotiviUX focuses on advising and learning through the creation of captivating digital products and services. As experience design experts, we create gameful applications and serious games, evaluate existing applications, or test prototypes with potential users. As instructors, we help professionals learn and practice personalized gamification and gameful design tailored to their needs. We get inspired by our world-renowned academic work in user experience research, design, and evaluation. Our solutions use distinguished game elements and techniques based on years of experience with game design and research practice. We infuse this with our unique brand of research methodologies created particularly for gameful design and evaluation.
Benchmark.games
Benchmark.games digitalizes the recruitment process using short online game-based assessments that measure cognitive abilities. Algorithms compare candidates against high performing employees to create a shortlist of candidates. The tool is similar to personality tests, but these games focus on behaviour and on-the-job abilities, making the entire process more engaging through game mechanics and predictive via machine learning algorithms.
CoreUs Gamification
CoreUs Gamification specialises in international recruitment of gamification professionals. We offer retained search and recruitment services for permanent and interim appointments taking pride in our careful and person-centred approach. With gamification attracting increasing amounts of attention we work with you, guiding you with sensitivity and professionalism. Your reputation cared for.
SUPPORTERS
Testimonials
Awesome event with lots and lots of stuff to learn and discuss. See you next year - Adam Pusztai
Thanks Vasilis and Pete for organising this amazing event! It was a great success and a pleasure to be part of! Couldn't thank you enough! - Sabrina Bruehwiler