#1 Gamification Guru, International Speaker, and Acclaimed Author.
Founder and CEO of Austin-based Sententia Gamification Consortium.
Monica Cornetti
www.monicacornetti.com
@monicacornetti
HELLO!
The Challenge
Are you up to the challenge?
How to Use This Template:
1) Review the 5 Levels of
Gamification Quest to gain a
basic understanding of the
design process.
2) Select an example of a talent
management program from
The Goal column on Side 2 of
the Gamification Quest.
3) Set a timer for 7 minutes and
begin your design: craft your
adventure, choose a method of
instruction, and encourage
engagement with 1-2 game
mechanics.
TIP: To complete the 7- Minute Challenge, choose
a single objective from a program in The Goal
column. Then, continue to build your adventure as
you add additional objectives, methods of
instruction, and engagement mechanics into your
overall design.
www.SententiaGames.com©2015 SententiaMonica Cornetti
The Gamification Quest™
Social Pressure – Players tend to conform to the norms,beliefs, and behaviors of a group and often don’t like feeling
they are the odd one out. Construct situations in which peoplelook for guidance, or social proof, in the behavior of others;
or think others in their group will be aware of and judgethem for a certain behavior.
Sales Training Skills
When with a customer the learner will be able to:• Recommend the best product line by asking
probing questions• Handle objections in every sales situation• Develop a framework for negotiation • Agree on what issues are up for negotiation,
and which are non-negotiable.
Electronic Communication Skills
When interacting with customers the learner will:• Identify and apply basic email etiquette• Understand how to avoid unnecessary back and
forth messaging• Avoid loaded words or jargon• Share best practices for handling electronic
communication with customers
Employee Onboarding
Inform employees and verify their understanding ofexpectations for them in their role in the organization:• Introduce the vision and mission of the company • Specify the company policies and procedures that
everyone must follow• Explore informal rules and guidelines• Detail expectations, training, and evaluation
procedures of the individual’s job
Public Domain Storieswww.gutenberg.org
Public Domain stories are not protected by U.S.copyright law, usually because their copyrights have
expired. Examples: Alice's Adventures in Wonderland, Frankenstein, Peter Pan, Moby Dick, and Sherlock Holmes
My narrative starts with an idea from:
The Quest
Revolves around a central protagonist striving tomeet an important and often far off goal. Along
the journey the hero meets obstacles and forces trying to stop him from achieving his goal.
Examples: The Lord of the Rings, Pirates of the Caribbean, The Princess Bride, Raiders of the Lost Ark
My narrative starts with an idea from:
Top 100 Blockbusters. http://bit.ly/Top100Blockbusters
A list of the biggest blockbusters ever. Which movies are your favorites?
Gone With the Wind, Jaws, Star Wars, Titanic, E.T., Mary Poppins, Hunger Games, ?
My narrative starts with an idea from:
SimulationCreate a situation in which the learner is placed into anexperience that emulates a real-life scenario as they makechoices and interact with other learners or the eLearningsystem. Conditions should change based on the learner’sactions as they practice and receive feedback.
Declarative Knowledge and Labeling Create an activity such as Word Search, Drag and Drop, aTimeline or Facts Chart that provides question answering,labeling or matching based mainly on knowing facts.
Visual ContentBecause the human brain can process visuals faster thantext, create a visual such as an illustration, photograph,screen capture, visual map, character, or infographic.
VideoRapidly becoming the choice for learners, create a video:• 2-3 min interview with industry experts or SMEs• short demo video• animated video to introduce characters that guide
the learner and asks her to take an action
PvP - Any kind of player vs. player events. Duels, quizzes,team challenges, and championships, that create a best vs.
worst or win vs. loss state provide a source of status andprogress. Many people are motivated by competition and
tapping into this intrinsic desire is a great way to motivateto cause your desired user behaviors.
Knowledge Sharing - Encourage people to collaborate,share and work together more effectively. Build in the ability
for people to ask and answer questions, ask for and giveadvice, share know-how and know-why, solicit feedback,
and teach others.
Chance - There should be some luck involved. Rollingthe dice, flipping the coin, picking a chance card or doing
any action which gives random results. These actions areused to make the players engage with a system where they
cannot control everything.
Points - Create a feeling of being the number one and enhance many other mechanics. Experience points are used
to quantify a player’s progression through the program and enables the designer to stay in touch with the learner’s
activities. Points may be redeemed or may be used to promote altruism (good deeds) among users.
Countdown - The dynamic in which players are only given a certain amount of time to do something. This causes
increasingly frenetic activity until time runs out. A fun way to add a bit of time pressure, time constraints create a sense of
urgency, which demands the learner think and act quickly.
Progress HUDs - Some kind of HUD (heads up display) that shows your current state at that time. HUDs create
the feeling of progress and are important for feedback and to encourage people. It is very important for users to be able
to see how are they doing in real-time, because it drives them along to go further.
Side 2
The Goal The Adventure The Method The Engagement
Talent Development Professionals
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