LS111 B.Y.O.L.: Gamification Basics in Storyline 2
10:45 AM - 11:45 AM Wednesday, March 16
Palm 4
Everyone sees the power of gamification—a trending concept in the learning and development industry—in the workplace, but is either too expensive or no one knows how to implement it. Learning professionals are being asked to do more with less every day. So if you have already created a catalog of eLearning courses for your organization in Articulate Storyline, how can you make these more engaging? How can you save thousands of dollars by adding basic gamification elements to your existing and new courseware?
In this session, you will gain a valuable overview on gamification as a concept and how learners can create out-of-the-box—no custom coding whatsoever—conditional scenarios to add to your course. You will be able to create scorecards, badges, point, and quizzing levels in less than an hour. After this session, you will walk away with actionable tips and tricks to enhance your Storyline 2 courses with gamification elements.
In this session, you will learn:
- About gamification as a concept for interactive eLearning
- How to design a gaming experience with menus and badges
- How to create score cards using variable triggers
- How to enable learners to customize an avatar
- How to create branching slides based on score points
Audience:
Novice designers and managers.
Technology
discussed in this session:
Articulate Storyline 2.
Participant
technology requirements:
Laptop with latest update of Articulate Storyline 2, Adobe Flash
Player, and HTML5 capable web browser, i.e. Google Chrome.
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Alexander Salas
Learning Experience Designer
StyleLearn
Alexander Salas is an instructional systems developer and learning experience designer with 14 years of experience specializing in the blend of learning technologies and gamification for performance outcomes. Since 2007, Alex has worked in every facet of corporate learning and performance enablement for Fortune 100 enterprises such as Philips, Centene Corporation, and Dell Technologies. He's the owner of StyleLearn, an eLearning design firm helping clients of all sizes. He's also the chief of awesomeness at eLearning Launch, the online academy for digital learning professionals.
LS210 Gamification Research: What the Numbers Reveal
1:00 PM - 2:00 PM Wednesday, March 16
Camellia/Dogwood
Gamification is a hot topic, but where is the research to back up the use of gamification? Anyone interested in gamification for learning will be interested in seeing empirical results to be better informed about whether or not gamification is appropriate for their learning environment.
In this session, you will review material, prepared for submission to a peer-reviewed journal, highlighting correlation results, retention, and memorization data, as well as usage data related to the gamification platform of Axonify. This session will reveal correlation research related to gamification and highlights empirical results, linking gamification actions to retention and learning results. Data extracted from a database of over 250,000 users of a gamified platform will be examined.
In this session, you will learn:
- How gamification impacts learner engagement
- How gamification provides learning retention results
- Correlations between learner engagement in a gamification platform and on-the-job performance
- How gamification statistics confirm the use of gamification for learning
Audience:
Intermediate managers and directors.
Technology
discussed in this session:
Axonify gamification platform.
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Karl Kapp
Professor
Commonwealth University
Karl Kapp, EdD, is a professor of instructional technology at Commonwealth University in Bloomsburg, Pennsylvania who teaches instructional game design, gamification, and online learning design. He keeps busy internationally consulting, training, coaching, and counseling established companies, academic institutions, and startups. He co-founded L&D Mentoring Academy, which helps midcareer learning professionals move to the next level. Karl has authored many books and created several LinkedIn Learning courses. In 2019, he received the ATD Distinguished Contribution to Talent Development Award. His YouTube series, "The Unauthorized, Unofficial History of Learning Game," is his current passion project.
LS303 Using Gamification to Develop Leaders and Increase Business Acumen
2:30 PM - 3:30 PM Wednesday, March 16
Poinsettia/Quince
What are some creative ways to develop leaders? Business acumen is typically obtained through experience. Developing learning solutions that grow business acumen in an effective way is difficult to produce. Especially when the content is nuanced or complex. Gamification is one of the topics buzzing around the industry, but if you speak to many people, there is little application beyond putting badges on existing content.
In this session, you will learn to take a complex topic and use the tenants of gamification to bring the content to life. You will be shown how to use gamification to develop leaders’ business and financial acumen in a fun way. You’ll learn fundamentals, such as balancing the mix of learning and play, and building decision points. You’ll also see an actual game that teaches leaders how to make money in a fun and creative way.
In this session, you will learn:
- How to use gamification to increase the business acumen of leaders
- How to identify the proper mix of learning/game play to maximize retention
- How to build decision points into a game
- How to utilize the proper tools to be successful
- About the complexity of designing decision trees within a game
- The best practices for identifying a business champion to help drive initiative
- New ideas for leveraging media from third parties such as Shutterstock
Audience:
Novice to advanced designers, developers, project managers, managers,
and directors.
Technology
discussed in this session:
N/A
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Nicholas Bird
Director of Talent Development
Hilton Grand Vacations
Nicholas Bird, a director of talent development for Hilton Grand Vacations (HGV), is focused on developing innovative learning solutions, managing change initiatives, and building bench strength as a learning leader with HGV. He has over 20 years' experience in learning, development, consulting, and technology implementation with companies like Lockheed Martin, AmerisourceBergen, Bank of America, Coca Cola, and Cargill. Nicholas holds a bachelor of science degree in marketing from Millersville University and a master's degree in business administration from the University of Phoenix. Nicholas is a published author, speaker, and has twice won awards for L&D solutions.
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Mike Wiggins
Manager, Courseware Production
Wyndham Worldwide
Mike Wiggins is the courseware production manager for Wyndham Worldwide. Beginning his career in the mid-’90s as a multimedia and design instructor, Mike taught the use of some the earliest Adobe products, as well as vector design applications, MS Office, and basic HTML. By 2001, Mike began applying his media skills towards the delivery of HTML-based eLearning for various other topics and then moved to production management. In 2015, Mike’s team received the American Resort Development Association Award for Training and Development Manager/Team with a multiple-part eLearning series titled SERVE.
LS402 Game On! Designing and Teaching a Gamified Online Course
4:00 PM - 5:00 PM Wednesday, March 16
International Center
The use of badges, points, leaderboards, and other concepts that are commonly found in games have enthusiastically been incorporated into online training by instructional specialists hoping to create a more engaging and motivational learning experience for end users. But is the gamification of learning actually yielding the results that warrant the hype?
In this session, you will review the results of a multi-semester study that explored the gamification of an online course. You will learn the factors that led to the decision to gamify a course, understand the research methodology, and discuss the tools and techniques used to collect continuous data from the end users. You will learn the effect that gamification had on behavior and performance, and you will explore the lessons learned from the study that will serve learning professionals in similar projects. You will learn a rigorous strategy to evaluate the results of learning projects in order to secure buy-ins from sponsors and clients for future projects.
In this session, you will learn:
- The effect of game mechanics on learner behavior and performance
- The importance of the evaluation of your instructional design strategy
- How to assess the impact of your learning strategy (beyond the smiley sheet)
- Techniques and tools to collect data from your learners
- The significance of collecting data from learners throughout the course (not just at the end)
Audience:
Novice and intermediate designers, developers, project managers, managers,
and directors.
Technology
discussed in this session:
Google Analytics and MS Excel.
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Patrick Devey
President and Founder
Devey eLearning Solutions
Patrick Devey is the president and founder of Devey eLearning Solutions, a company that specializes in the design and implementation of digital learning strategies for educational institutions, corporations, and professional associations. He is also a faculty member at McGill University and Concordia University where he designs, produces, and teaches online courses. Patrick is the former chief learning officer of eConcordia (KnowledgeOne), where he directed the production and operation of Concordia University’s eLearning curriculum. He holds a PhD in educational technology from Concordia University, where he studied the retention patterns of undergraduate students in online courses using learning analytics.
LS502 Inside the Making of a Serious Game
10:45 AM - 11:45 AM Thursday, March 17
Hibiscus/Iris
Taking the plunge and deciding to create a serious game is an exciting and daunting task. Critical for Checkers and Rally’s was to find the right partner to help the company realize the benefits of this learning method. Other companies had tried, failed, or abandoned their investment. The mission was to realize the significant benefits by developing a serious game that could drive results by reducing costs, improve proficiency, encourage engagement, and deliver effective learning.
In this session, you will explore many of the learnings and best practices encountered in the development of a sandwich game contracted by Checkers/Rally’s with Designing Digitally. You will learn what makes a serious game a success or a failure. The discussion will include the proper steps to take throughout each phase of the project to ensure success. You will learn what works and what to avoid or consider. This session will include best practices, and also will show the pain points.
In this session, you will learn:
- What to consider when deciding to develop a serious game
- How to plan and develop a serious game (internally or externally)
- The best practices when creating the serious game
- How to support the serious game after the effort has launched
Audience:
Novice and intermediate designers, developers, project managers, managers,
and directors.
Technology
discussed in this session:
Sandwich game.
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Andrew Hughes
President
Designing Digitally, Inc.
Andrew Hughes is the president of Designing Digitally, Inc. and has over a decade in the strategical planning and development of enterprise custom gamified learning solutions for government and Fortune 500 clients. Andrew is also a professor at the University of Cincinnati and prior to this was a contractor for the US Department of Education, Ohio Board of Regents, and General Electric. Andrew oversees a team of 30 employees and is focused on ensuring the clients’ challenges are met with engaging, educational, and entertaining learning experiences.
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Amy Groff
Director, Training & Talent Development
Checkers Drive-In Restaurants
Amy Groff is the director of training and talent development for Checkers Drive-In Restaurants. Amy has over 25 years’ experience, including 14 years with the Walt Disney Company. Amy focuses on building organizational transformation in learning and development as well as establishing strategy and processes to maximize people systems critical to delivering business results. Amy is currently leading the training transformation for Checkers/Rally's Corporation, where she is responsible for the design, execution and leadership of a dynamic and comprehensive training and development strategy and learning.
LS702 Lessons Learned on Developing a Gamified Learning Platform
2:30 PM - 3:30 PM Thursday, March 17
Hibiscus/Iris
Over the last decade, there has been an industry-wide emphasis on developing learning objects with embedded gamification elements. However, taking the concept of gamification past the singular learning objects to the more global, overall learner experience is more of a rarity.
In this session, you will be shown the specifics of one company’s journey and lessons learned so that you can take those practices to your own company. You will explore the realities and challenges faced when designing and developing a gamified open-learning platform. This session will focus on the learner experience design process with specific emphasis on the engagement model, learning space and journey, and game economy. You will learn how issues were solved relating to employee goals and ambitions, the learner lifecycle and engagement loops, learner motivation and emotional engagement, as well as establishing criterion and conditions that set a solid foundation for the game economy.
In this session, you will learn:
- The definition of gamification
- How to plan for the learner lifecycle
- How to incorporate Barte’s player types into your game mechanics
- How to set up a game economy
- The elements to consider in the learner experience design process
- The best practices for the learning space and how to outline the learner journey
- How to support the learner’s sense of autonomy and mastery
- How to evolve your system to add new functionality and to stay relevant
Audience:
Intermediate designers, developers, project managers, managers, and
directors.
Technology
discussed in this session:
Examples of a gamified platform.
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Kami Hanson
Senior Manager, Learning Program Office
Sears Holdings Corporation
Kami Hanson is a senior manager of the Learning Program Office for Home Services at Sears Holdings Corporation (SHC). She graduated from Utah State University with her doctorate in instructional technology and learning sciences. Kami joined SHC in 2014 and has led a learning transformation impacting over 175,000 associates. She has worked collaboratively with the Innovations team to design the learner engagement model and game economy for an open-learning, gamified learning management system. She has been in the field of adult learning for over 15 years, having worked in academia, the financial industry, retail, and now, home services.
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Barbara Babcock
Senior Manager, Merchant Sales and Support
Sears Holdings Corporation
Barbara Babcock is a senior manager, merchant sales and support, for Sears Holdings Corporation’s Learning Program Office. Barbara’s passion is building a culture of continuous improvement through strategic engagement and transformational learning technologies. She has developed and implemented learning initiatives scalable to a global level, including a self-directed new hire onboarding program, virtual conference, talent development strategic initiative, and multimedia on-demand performance support. Her professional background includes L&D leadership roles in the corporate, academic, and nonprofit sectors. Barbara holds an MA in educational technology leadership from George Washington University and a BA in economics from the University of Dallas.
LS1001 Secrets to Effective Serious Games and Gamification Approaches
10:00 AM - 11:00 AM Friday, March 18
International North
Many eLearning professionals are attempting to use gamification and serious games to spark employee engagement and drive learning retention; it seems everyone is working to make the best serious game that will enhance learning objectives and retention. The biggest setbacks for some have been little-to-no planning, tough-to-pinpoint metrics, little-to-no implementation strategy, and insufficient or nonexistent post-deployment support.
In this session, you will learn about planning, developing, implementing, and supporting serious games for companies that have never gone down the route of serious games and gamified learning experiences. You will learn what makes a serious game a success or a failure. This session will also address the proper steps to take throughout each phase of a project to ensure success and also the pain points you will have to deal with when going down the route of gamification and serious games. You will walk away with best practices, what not to do, and how to support serious games at their organization.
In this session, you will learn:
- The best practices to ensure a successful serious game implementation
- The first steps of getting into the realm of serious games
- The best practices taken by other organizations in regards to phases of the effort
- What not to do and how to support serious games at their organization
Audience:
Novice to advanced designers, developers, project managers, managers,
and directors.
Technology
discussed in this session:
N/A
![](/assets/images/speakers/large/2811.jpg)
Andrew Hughes
President
Designing Digitally, Inc.
Andrew Hughes is the president of Designing Digitally, Inc. and has over a decade in the strategical planning and development of enterprise custom gamified learning solutions for government and Fortune 500 clients. Andrew is also a professor at the University of Cincinnati and prior to this was a contractor for the US Department of Education, Ohio Board of Regents, and General Electric. Andrew oversees a team of 30 employees and is focused on ensuring the clients’ challenges are met with engaging, educational, and entertaining learning experiences.