Learning Experience Day


21st March 2022


Headline sponsor

00
Days
16
Hours
27
Minutes
33
Seconds

Schedule

The Learning Experience day is designed to showcase what works (or doesn’t!) in gamification of learning, to discover the latest thinking and thus lead to designing better and more effective gamified learning and education programmes.

Our amazing list of sessions for 2022 Learning Experience Day [Online]:


EVENT RUNS FROM 10AM TO 5PM

All times are uTC (UK time)

9.00 to 10.00

BONUS: Cozy Juicy Real: Connect with the Gamification Community

Come play a game to start the day!

A game that’s as unique as the people who play it. Cozy Juicy Real is an online board game that kindles fun, authentic and connecting interactions. It’s been played by thousands of people in 61 countries - from start-ups to some of the world’s most successful companies including Nike, Volvo, Zoom and more.

“You will connect. Cozy Juicy Real is the best way to foster connection online. On a scale of 1 to 10, I give it a 15.” - Marcia Goddard, Neuroscientist and Head of People at Tony’s Chocolonely

Jed and Sophia Lazar

Founders

Cozy Juicy Real

Bio

Jed and Sophia are group facilitators, coaches, board game designers and the creators of Cozy Juicy Real. More importantly, they’re two people who believe in the power of great conversation to bring us all a little closer. Favorite coffee treat? Frappuccinos with silky soy milk and a pump of something sweet.
At Professor Game he interviews successful practitioners of games, gamification and game thinking that bring the best of their experiences to get ideas, insights and inspiration to make learning experiences meaningful. At IE University he is Associate Director of Executive Education Online and IE Publishing, leading relations with professors and universities as well as firms and organizations from the private and public sectors. The online learning experiences are created and distributed for IE University as well as allies and clients, including management simulations, interactive case studies and gamified learning experiences. As an adjunct professor, he focuses both on Gamification and Operations topics.


10.00 to 10.10

INTRO BY THE CHAIR - ROB ALVAREZ

Welcome to the first day of Gamification Europe 2022 Conference. Setting the scene and introducing the speakers for today will be Professor Game himself!

Rob Alvarez

Host

Professor Game

Bio

Rob is an expert, international speaker and advocate for the use of gamification and games-based solutions, especially in education and learning. He is the host of the Professor Game podcast, works on B2B Products at Ironhack and teaches at IE Business School and other international institutions.

At Professor Game he interviews successful practitioners of games, gamification and game thinking that bring the best of their experiences to get ideas, insights and inspiration to make learning experiences meaningful. At Ironhack he leads the process for creating and adapting educational products for the needs of other organizations that range from companies to other educational institutions. As an adjunct professor at IE University, he focuses both on Gamification and Operations topics.

 

10.10 to 11.00

KEYNOTE - Learnings from 4 years, and over 200 episodes, of the Professor Game podcast

In the Professor Game podcast Rob Alvarez has interviewed hundreds of gamification in learning experts, designers and practitioners. In this session to kick off the Learning Experience day he will summarise the insights and learnings from all of these and share best practices.

Rob Alvarez

Host

Professor Game

Bio

Rob is an expert, international speaker and advocate for the use of gamification and games-based solutions, especially in education and learning. He is the host of the Professor Game podcast, works on B2B Products at Ironhack and teaches at IE Business School and other international institutions.

At Professor Game he interviews successful practitioners of games, gamification and game thinking that bring the best of their experiences to get ideas, insights and inspiration to make learning experiences meaningful. At Ironhack he leads the process for creating and adapting educational products for the needs of other organizations that range from companies to other educational institutions. As an adjunct professor at IE University, he focuses both on Gamification and Operations topics.

 

11.00 to 11.30

An interview with Arek Siechowicz and Gamehill client

Details to be confirmed shortly.

Arek Siechowicz

Chief Gamification Officer

Gamehill

Bio

Arkadiusz Siechowicz is one the founders of Gamehill - Gamified Learning Platforms. With his team they are winners of Outstanding Gamification Award as well as Best international implementation of Gamified learning solution form London's LTA. For the last 7 years they have gathered vast experience in corporate and university learning. Their Clients include Deloitte, Orange, Saint Gobain and Deutsche Bank. Their most recent addition to the platform is an AI based Adaptive learning module!


COMFORT BREAK FROM 11.30 to 11.45

Stand up, move around, grab a coffee and a snack and come back refreshed


11.45 to 12.30

Real-time switching between gamification and simulation modes for effective experiential learning

The session will discuss, with live demonstration, how real-time switching between gamification and simulation modes enable effective, experiential learning for the students and learners. Experiential learning is done by doing, experimenting, interacting and exploring, where students apply the knowledge and concepts learnt in class towards real-life situations and issues. While gamification is excellent in inspiring students to learn and explore, simulation is excellent for teaching specific situations. For example, to get the students to understand the concepts of logistics, it’s best to start with a logistics game. When the students have questions about a specific concept, such as auto-replenishment, the teacher can switch to simulation mode and run an auto-replenishment simulation to clarify the concept. In MonsoonSIM, a teacher can switch between gamification and simulation in real-time, transforming the teaching and learning of business concepts. Teachers can now become facilitators and motivators, defining and configuring the “business world” where learners operate in, whilst learners themselves can learn in an immersive, virtual, "business world" where they interact, transact and compete with robots and other learners.

Abdy Taminsyah

President

MonsoonSIM

Bio

Founder and President of MonsoonSIM, a Business Simulation and Experiential Learning platform. He believes in creating a level playing field for all education institutions through innovative transformations, hence why his team has created a unique "horizontal experiential learning model".

He is an entrepreneur with 30 years of enterprise software development experience. In 2002, he was awarded Entrepreneur of the Year by Yayasan Prestasi Indonesia. He has held executive positions for global software vendors (SAP, IFS, Unisys), in Los Angeles, Jakarta, Hong Kong, Shanghai and Singapore.

He is a speaker at international conferences on Business Simulation and Experiential Learning, including Accounting and Data Analytics Conference 2019, by American Accounting Association; Simulations In Accounting and Finance Education Conference, by Aston University, UK; Balancing AI and Experience Conference 2021, by Woxsen University; 27th American Association of Teaching and Curriculum Annual Conference, Albuquerque; 6th Annual Learning with Innovative Technology 2021, by SUNY Empire State College.


12.30 to 13.00

NETWORKING SESSION

Some facilitated networking around virtual tables. Get to meet your fellow attendees, speakers and sponsors.


NETWORKING LUNCH FROM 13.00 to 14.00

Stand up, move around, grab a drink and some lunch. maybe eat your lunch while chatting with a colleague or a new friend


14.00 to 14.20

Gamification: action-research in teaching training

This session presents an example of action research in which the content of a unit (The history of Spanish education) was delivered via a gamified experience for teacher trainees. The aim is providing some practical models and guidelines for integrating gamification successfully across different modules in university contexts.

Prof. Esther Edo Agustín

Teoría e Historia de la Educación

Universidad de Zaragoza

Bio

Dr Esther Edo Agustín works at the University of Zaragoza (Spain). She has taught the following units: Innovation in inclusive education, Intercultural and social education, and History of education in the Infant and Primary Teaching Degrees of the Faculty of Humanities and Social Sciences of Teruel. Her main research interests are Gamification in educational contexts, Active teaching-learning methodologies, and Rural education. She is a member of the research group Interdisciplinary Group on Active Learning and Assessment (IGALA) and the research group Film, Languages and Media in Education (FLAME).


14.20 to 14.40

How evolution solved the motivation problem for learning

A key reason we use gamification in learning is to motivate learners and get better results. Which game elements should we be introducing into learning environments and processes? Let's take a look at games through the lens of evolution. Is gamification of learning a return to the origins of play rather than some big innovation? We'll look at this topic together to help design effective learning ludification.

Fernando Tsukumo

Founder

Sua Vez

Bio

Fernando Tsukumo is the founder of Sua Vez, a company dedicated to creating engaging and interactive experiences for learning environments.

He believes in the Power of Play to generate human connections and in games as discussion platforms that bring more efficient and meaningful relationships, improving the
performance of companies and the quality of life of their employees through reflexivity and self-knowledge. 


Also a TEDx speaker, with the line "Things you learned playing and never realized" and Professor of Gamification of FIA and Design and Prototyping of FGV.


14.40 to 15.00

The power of constraints in a gamified learning environment

In March 2020 an independent scout association in LATAM had the challenge to organize a scavenger hunt with their members. With the pandemic hitting, the strategy changed from a one-day simultaneous event in several cities to a 30 day online challenge.

With approximately 300 participants, we built a 30 day adventure that required them to solve a quiz, upload evidence of work and earn achievements. We added a leaderboard as it became a competition measured by 2 metrics, Experience points and Coins.

During the first days, players had unlimited attempts for free at the quizzes, which led to up to 77 random tries, but, by using constraints, we managed to increase accuracy from 0.7% to 99%.

We wanted the players to feel the difficulty rising, like running out of air as you climb a mountain. The results are amazing and the method is simple.

Bernardo Letayf

Creator

BLUERABBIT

Bio

Bernardo Letayf is an international gamification expert with almost 10 years in the industry. Formerly a teacher, created BLUERABBIT to gamify education and remove the stress and attention from grades. Today, the award winning platform has successfully gamified over 12,000 players in all continents and is currently being used to gamify corporate training programs, universities and schools.


COMFORT BREAK FROM 15.00 to 15.15

Stand up, move around, grab a coffee and a snack and come back refreshed


15.15 to 15.50

Microsoft’s Gamified Learning Journey

Many companies are intrigued by gamification but don't know if it is right for them, feasible, or how they will get started. Our presentation will provide hands on experience allowing the participants to see how to implement and maintain a gamified learning program. This is a case study style class based on the results I've personally seen in my tenure as the Gamification Program Manager for Microsoft Store Support. I’ll be open and honest about the failures, and the successes, while focusing on how not to overwhelm your learners. Among the success stories, you’ll hear about learners engaged 96% of their work days with some type of learning content, completing on average 90% of their content at a success rate of 85% or higher. In addition to soft skill improvements like being empathetic with Customers, and reducing time to competency for new hires from 4-6 months to an average of 2 months. Wrapped into a pretty package by weaving morale and rewards into your learning experience helping bridge the gap of connection in our new hybrid workplaces. You do not have to be part of a large organization for this session, or for my model, to work for your company as I lean on the expertise of Karl Kapp for the viewpoint from small and medium organizations. We will invite the participants to learn through play, and will share our tips along the way. Bring a web connected device, mobile or PC, some means of taking notes, and be prepared to participate!

Brit Morenus

Gamification Program Manager

Microsoft

Bio

Brittany “Brit” Morenus is an award-winning Gamification Program Manager for Microsoft Corporation. Advocate for modern learning technologies and a gamified learning consultant. She is known for her enthusiasm and passion for helping others learn, and learn through gamified experiences. Brit is Sententia Gamification certified and soon to release a book detailing her gamification journey.


15.50 to 16.50

PANEL SESSION - LIVE PROFESSOR GAME PODCAST RECORDING

Our panel will be discussing: Gamification and effective learning, where do things go wrong?

Chair: Rob Alvarez

Host

Professor Game

Bio

Rob is an expert, international speaker and advocate for the use of gamification and games-based solutions, especially in education and learning. He is the host of the Professor Game podcast, works on B2B Products at Ironhack and teaches at IE Business School and other international institutions.

At Professor Game he interviews successful practitioners of games, gamification and game thinking that bring the best of their experiences to get ideas, insights and inspiration to make learning experiences meaningful. At Ironhack he leads the process for creating and adapting educational products for the needs of other organizations that range from companies to other educational institutions. As an adjunct professor at IE University, he focuses both on Gamification and Operations topics.

Brit Morenus

Gamification Program Manager

Microsoft

Bio

Brittany “Brit” Morenus is an award-winning Gamification Program Manager for Microsoft Corporation. Advocate for modern learning technologies and a gamified learning consultant. She is known for her enthusiasm and passion for helping others learn, and learn through gamified experiences. Brit is Sententia Gamification certified and soon to release a book detailing her gamification journey.

Bruno Setola

Game Thinking Consultant

Playspace

Bio

Bruno Setola is a Game Thinker; he looks at daily interactions between people as games. By looking at these through the glasses of a game designer we can see ways to make them more fun, fair and engaging. Bruno consults organizations on the participatory process that is needed to improve these "games" with the people that play them. Only by making the needs and motivations of these players tangible can we effectively apply the best ideas from games and reimagine the game of living, learning and working together. Bruno Setola is a Gamification consultant with 10 years of hands-on experience in applied game design, while also researching and teaching gamification at Rotterdam University of Applied Science.

David Chandross

Lead Game Design Team

World Health Organisation

Bio

David Chandross began his career as a neuroscientist working in the field of selective attention and cognitive science. After receiving his Ph.D. in curriculum and a second masters degree in medical education he went on to become an academic Dean and then held positions in senior administration across Canada in higher education. His work in gamification began in the 1990s and matured in at Ryerson University after which he accepted a position at the Simon Fraser University in the field of gamification under a 5-year, $3 million dollar simulation and advanced gaming environments federal grant. Currently, Dr. Chandross is a faculty member in the Masters Program In Digital Media at Ryerson University where his graduate students participates in research initiatives in gamification. He has served as the lead for the Game Design Unit for the World Health Organization Learning Academy has recently completed a big video game project with the United Nations World Food Programme. Dr. Chandross is also the lead video game designer for a major television network in Canada, TFO.

His current titles in use for training in health care include the video games Carthage, Hypatia, Symponia and other titles being delivered in the Canadian higher education system. He has ongoing collaborations with Baycrest Health Sciences, the Ministry of Education, the Ministry of Long Term Care and international tech startups. 


WRAP UP FROM 16.50 to 17.00

Our Chair for the day will take a moment to reflect on the talks and sessions you have all experienced.


With gratitude to our 2022 sponsors

HEADLINE SPONSOR

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!

SPONSORS

Cozy Juicy Real
A game that’s as unique as the people who play it. Cozy Juicy Real is an online board game that kindles fun, authentic and connecting interactions. It’s been played by thousands of people in 61 countries - from start-ups to some of the world’s most successful companies including Nike, Volvo, Zoom and more.

“You will connect. Cozy Juicy Real is the best way to foster connection online. On a scale of 1 to 10, I give it a 15.” - Marcia Goddard, Neuroscientist and Head of People at Tony’s Chocolonely

SUPPORTERS

What is Gamification Europe?

Gamification Europe is a 5 day conference that can give you all the necessary tools to use gamification in your organisations. Exceptional speakers online make sure you get everything you need to go back to work and harness the power of games. 

Organised by GAMIFICATION+


“So inspiring and fun to have been part of the Gamification Europe conference in Berlin. We learned, mingled and laughed a lot during the hectic days. Perfectly organized and located! We went back home full of ideas and energy” 

Karin & Mikael Berggren, MMD Games


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

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