Heong Weng Mak

Georgetown University Applies Gamification To Teach The US Constitution

The Washington Examiner recently ran a story about a new video game that teaches the United States Constitution by casting the student players in the role of constitutional lawyers. The game is called “Do I Have a Right,” created by a company called iCivics. Playing the game is part of a three-week college-level course run by Georgetown University in Washington D.C. that teaches high school students subjects ranging from international relations to politics as part of a summer program run by the Junior State of America.

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Remodeling Clearly’s Logistics Training Program with Sean Goodman

Last time, we featured Clearly Logistic Supervisor, Sean Goodman to discuss how Clearly’s logistics department revamped their employee training program. Modeling after gamification concepts from Gabe Zichermann’s book “Gamification Revolution”, the program achieved major success and the organization is looking for new opportunities to incorporate gamification for its processes.

Watch the full interview below to learn about:

  • What challenges were facing Clearly’s logistics department before gamification was introduced?
  • How did the team came together in designing and implementing the program?
  • What has been the cultural impact on the organization upon implementing gamification?
  • How has the team responded to the introduction of non-cash vs cash rewards in the rewards program?
  • Has Clearly changed or rebalanced the value of the rewards in the virtual economy since the program’s introduction?
  • What were the lesson learnt in driving progress and specific metrics for individuals?
  • How has the management team reacted to the program’s success and taking it other parts of the organization?

Watch the video or listen to the audio podcast below.


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Gamified Airport Experience Survey with Beat LAX Traffic

LAX, Los Angeles International Airport is currently undergoing a major renovation project to overhaul its current layout of getting in and out of the airport terminal. The massive project potential involves reconstructing parking garages, developing a light rail line system and car rentals. Critical decisions will be made throughout the lengthy duration of the project and those decisions needs to be backed by statistical data. Instead of using traditional surveys, LAX has opted for an interactive gamified survey experience, Beat LAX Traffic.

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Exploring the Influence of Games in Education with Greg Toppo

Last time, we featured USA Today national education writer and author, Greg Toppo to discuss about his recently released book, “The Game Believes in You: How Digital Play Can Make Our Kids Smarter”. Hailed as the most important book since James Paul Gee’s pivotal work, The Game Believes in You covers how video games are presently being used in the classroom setting and the visionaries who have led the way.

Watch the full interview below to learn about:

  1. Why the education industry has not adopted more games in the classroom?
  2. What schools have done to take advantage of free, well designed game-learning modules?
  3. How does the influence of video games impact the different development phases of children education?
  4. Will the rise of games as a learning tool in the classroom demand new skillsets for teacher?
  5. Are we now able to quantify and determine the impact of video games in education in improving learning outcomes?
  6. How has the education realm reacted the concepts of reward, incentives and performance recognition in the gamified classroom?

Watch the video below and be sure to catch our next episode of the Gamification Revolution.


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Identifying Potential Candidates With Salih Mujcic

Last time, we featured Revelian product manager, Salih Mujcic to discuss about his organization’s latest offering, a gamified assessment program called “Theme Park Hero”. The gamified psychometric assessment tool helps organizations find and pinpoint high potential talent during the recruitment and selection process through a series of games.

Watch the full interview below to learn about:

  • Are game based psychometric tests more accurate compared to their paper based counterparts?
  • How does Revelian balance the tension between constructing a serious analytics tool while wrapping it with a fun theme?
  • What kind of skills are being tested with the various games found in Theme Park Hero?
  • Has the team been approached by organizations to present more complex forms of testing for specific job functions?
  • How does the tool test for creative personality types or “oddballs” who change the world – like Steve Jobs?
  • What is Revelian’s future direction in expanding the tool’s features to account for a wider range of personality characteristics?

Watch the video below and be sure to catch our next episode of the Gamification Revolution.



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Gamifying Industrial Production with Dr. Joerg Niesenhaus

Last time, we featured senior user experience designer, Dr Joerg Niesenhaus from Centigrade GmbH to discuss his team’s recent project in gamifying industrial production process for a large production facility. As a user experience service provider, Joerg’s team was invited by clients from the mechanical and plant engineering to improve their customized production environment.

Watch the full interview below to learn about:

  • The motivational challenges and consequences of failure faced by industrial assembly line production process.
  • How the team negotiated and managed expectation with management and collective bargaining units of the worker council.
  • The thought process in developing a scoring system to challenge and motivate the various production teams.
  • How the team find its early testers and subsequent advocates to champion for new process changes.
  • Was there difficulty in convincing the company’s leadership to give this approach a try and the post implementation reaction.
  • How did the team addressed different user-profiles and the research-process to determine clustering.

Watch the video below and be sure to catch our next episode of the Gamification Revolution.

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GSummit SF 2014 Videos Public Release

GSummit SF 2014 was a resounding success and it is thanks to our awesome community. As it is our mission here at Gamification Co to proliferate the latest and greatest knowledge about the gamification industry, we have begun releasing all of our videos from GSummit SF 2014.

We’ll be posting each of the new releases on our blog but if you want to get each of them immediately, be sure to subscribe to our YouTube channel to get each video as they come.

To kick off our video series, we have Brian Burke, Research Vice President at Gartner shares his thought why organizations need to re-evaluate how they engage and motivate their key communities and what lies ahead for the future of gamification.

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Gamifying Investigative Documentary with Juliana Ruhfus

Last time, we featured chief reporter on People and Power from Al Jazeera English, Juliana Ruhfus in discussing the current affairs program’s interactive documentary, Pirate Fishing. Blending investigative journalism practices with gamification mechanics, the interactive tool introduces users about the multi-million dollar illegal fishing trade affecting West Africa’s poorest people.

Watch the full interview below to learn about:

  • What was the scope of the investigation conducted by Juliana and how close does the interactive documentary mirror it?
  • How did Juliana pitched the concept to Al Jazeera executives?
  • How was the concept received by audience members and in the education field?
  • What was Juliana’s involvement in the design process and inclusion of mechanics.
  • The balancing act between storyteller’s control of narrative and user’s freedom of choice.
  • What were Juliana favorite examples within the documentary medium?
  • What future iterations does Juliana and her team have in store for future projects.

Watch the video below and be sure to catch our next episode of the Gamification Revolution.

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Gamification in Education with Bron Stuckey

Last time, we featured Innovative Educational Ideas(IEI) director, Bron Stuckey in discussing about the current perceptions of gamification and the growing number of recent gamification initiatives by educators in the education space.

Watch the full interview below to learn about:

  • What are the two underlyings view of using of gamification in education?
  • Are there tensions between gamification and game based learning?
  • How gamification could serve as a tool to reimagine current practices and go beyond superficial changes.
  • Does the uncertain nature of gamification discourage educators from trying to explore and use it?
  • Recommendations for educators who just started out applying gamification
  • What does commercial success of tools such as Minecraft entail for gamification in education?

Watch the video below and be sure to catch our next episode of the Gamification Revolution.



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Conducting Gamification Research with Elisa Mekler

We last featured PhD student Elisa Mekler from the Center of Cognitive Psychology and Methodology at the University of Basel to discuss her 2013 research paper on whether gamification elements such as points, levels and leaderboards undermine user’s intrinsic motivation. The results garnered from the study was profoundly surprising as empirical evidence supporting the hypothesis was lacking prior to the research.

Watch the full interview below to learn about:

  • How was the study constructed and designed to examine each mechanism?
  • What were the surprising results generated from the study? Were there outliers?
  • Has there been controversy or surprise generated in academic circle due to the results?
  • How was the process of getting gamification research approved and funded?
  • What are the next steps and opportunities in deepening further gamification research?
  • What ways could gamification industry practitioners help to boost future research?

Watch the video below and be sure to catch our next episode of the Gamification Revolution.



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Encouraging Employee Social Collaboration with Accenture

Last time, we featured Accenture Social Collaboration and Gamification, Thomas Hsu and Senior manager, Steve Kaukonen in discussing how Accenture improved employee effectiveness with the company’s gamified enterprise social collaboration platform while employing gamification principles.

Watch the full interview below to learn about:

  • How the platform has evolved and expanded into a global initiative since its first inception in 2007
  • The methodology in structuring baseline metrics and identifying user type behaviors
  • How the team used historical data and metrics to iterate and balance tool’s usage
  • What technology resources and human resources were needed to launch the program
  • Perceived expectations and realities of implementing a gamified program within a large organization
  • Unique findings of the adoption process across different levels of geography, function and employee level

Watch the video below and be sure to catch our next episode of the Gamification Revolution.



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Making Agile Development Fun with FIEA’s Scrum Hero

Last time, we featured Florida Interactive Entertainment Academy’s (FIEA) head of marketing, Todd Deery (@FIEA) to discuss how he and former student Derrick Barra remodeled a game development curriculum by merging Scrum processes (Agile software development practices) with gamification elements.
Watch the full interview below to learn about:
  • How Scrum Hero was originally conceived and subsequently iterated.
  • The impact of emergent gameplay and how it was rectified.
  • Lessons drawn from building the two previous versions of Scrum Hero.
  • How to bring gamification concepts into the non-game design education realm.
  • FIEA past experiences working with external organizations on gamification projects.
  • How to connect teaching game development skills while building awareness for cross industry application.
Watch the video below and be sure to catch our next episode of the Gamification Revolution.



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Managing Gamification Initiatives and Expectation with Rabobank

Last week, we featured Rabobank‘s Gamification Hub manager, Maarten Molenaar to discuss Rabobank’s gamification initiatives and what internal measures were taken by the Dutch banking and financial services company to achieve its business objectives with gamification.

Watch the full interview below to learn about:
  • How Maarten jumpstarted the gamification hub within Rabobank.
  • The importance of having a consolidated gamification central hub for the organization.
  • How to balance gamification and overall user experience when solving business challenges.
  • What gamification hub best practices can be taken applied for other organizations.
  • How to manage different expectations amongst colleagues and key stakeholders.
Be sure to also catch our next episode of the Gamification Revolution this Tuesday April 22th at 1 PM ET:



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Crowdsourcing GIF Emotional Research with MIT Media Lab

Last week, we featured MIT graduate students Travis Rich and Kevin Hu to talk about their gamified crowdsourcing project, GIFGIF. The MIT Media Lab project aims to map out the emotional language of animated gifs using game mechanics to draw user engagement and quantifiable methodologies to gather research data.

Watch the full interview below to learn about:
  • The design purposes for using specific mechanics to drive outcomes.
  • Where they drew inspiration from when building in the mechanics.
  • How the team plans to use gathered data to be used for scientific research.
  • The ethical questions for utilizing a crowd sourcing capability.
  • What possibilities lie ahead to facilitate complex dialogue beyond cataloging gifs.

Be sure to also catch our next episode of the Gamification Revolution this coming Tuesday April 15th at 1 PM ET:



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