LS20 Conference Program

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207 - Best Practices for Implementing Gamification

March 31, 2020
Salon 5/6
Games and Gamification

Gamification is an important and powerful strategy for influencing and motivating people. Unfortunately, many people think that gamification means just adding a game or points, badges, and leaderboards to their learning programs or making a computer or a video game. Because of this confusion, combined with a lack of real-life case studies of gamification successfully applied to learning programs, most do not understand how to deconstruct games to effectively drive the learning and behavior they want or need.

Using case studies from real-life programs for organizations such as Brown University, Vitalant, Schlumberger, and Disney, in this session you'll learn how and why gamification works, in what context it is most effective, and what the limits are to this approach of employee engagement in corporate learning and talent development. Through hands-on application combined with anecdotal and empirical data, you will experience the good, the bad, and the ugly of gamification strategy design.

In this session, you will learn:

  • How to create fun and engaging gamification experiences to achieve business objectives
  • How gamification tackles challenging problems, and captures measurement, behavior analysis, and engagement in ways that can provide a real-time understanding of performance
  • Strategies for using gamification mechanics and motivators to generate needed change and enable your organization to meet business or learning objectives
  • How to map a practical method for approaching gamification

Audience:

Designers, managers, senior leaders

Technology discussed:

CBT, Storyline, Canvas LMS

Speakers
Jonathan Peters, Chief Motivation Officer - Sententia Gamification

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Sessions

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Keynotes

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Schedule

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Pre-Conference Activities

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Hotel Information

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Who Should Attend

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