Key talks and insights from Gamification Europe 2020 edition
• 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.
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:
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.
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.
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.
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.
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).
Sarah Le-Fevre is Chair of this panel session and she is joined by Dave Eng, Monica Cornetti and Antonios Triantafyllakis
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?
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