Sharing What Works

March 22 – 24, 2017 Orlando, FL

Register Now Includes:

LS104 Serious Game Secrets for L&D

10:45 AM - 11:45 AM Wednesday, March 22

Palm 4

Many professionals in eLearning are attempting to use gamification and serious games to spark employee engagement and drive learning retention. Everyone is working to make the best serious game that will enhance the learning objectives and retain learning.

In this session, participants will talk 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 discuss what makes a serious game a success or a failure. You will also address the proper steps to take throughout each phase of the project to ensure success. Finally, you will learn about the best practices and pain points that Designing Digitally had to deal with when going down the route of gamification and serious games.

In this session, you will learn:

  • Best practices of serious games
  • What makes a good serious game
  • The difference between gamification and a serious game
  • What steps you can take to ensure a good serious game
  • How to internally market a serious game
  • How to get buy-in for a serious game

Audience:
Novice to advanced designers, developers, project managers, managers, and directors.

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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STR103 Why Games? The “Attention” Economy

12:00 PM - 12:45 PM Wednesday, March 22

Expo Hall: Strategic Solutions Stage

Eight seconds: That’s the time you have to grab an employee’s attention. Five minutes: That’s how long you can hold it. Both are down by 50 percent in 10 years. Twenty-one: That’s the number of times people shift attention between smartphone, tablet, and laptop. What’s causing this attention deficit problem? Every day hundreds of emails, chats, texts, notifications, calls, and meetings compete for your employees’ attention. What tool can you use to grab and keep their attention? Training games. Games complement and improve the effectiveness of traditional training. Come learn more and play the Jump Game. High score at the session wins a $250 gift certificate.

Richard Lowenthal

Managing Partner

The Game Agency

Richard Lowenthal, a managing partner at The Game Agency, heads-up business services. Richard has more than 25 years of game development, publishing, and training experience. He has worked on training games with such companies as Intel, Microsoft, Colgate, Merck, and Pfizer, and educational games with AARP, National Geographic, Sesame Workshop, Disney, and The Learning Company. He’s also negotiated licensing deals for world-class brands including Wheel of Fortune, Jeopardy!, Monopoly, Scrabble, Bicycle Cards, Sesame Street, Crayola, and National Geographic. Richard holds a BS degree in aerospace engineering from the University of Texas at Austin.

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T105 Using a PowerPoint-Based eLearning Tool to Gamify Your Content

2:00 PM - 2:45 PM Wednesday, March 22

Expo Hall: Tools and Tech Stage

Are you using a PowerPoint-based eLearning tool only using half of its capabilities? Do you wish that you could add gamification to your eLearning and/or classroom content, but you’re not a scripting or programming wizard? This session will explore several easy ways that PowerPoint-based eLearning tools can help you achieve gamification for your learning content without any typing of scripting/programming code. If you would like to learn some easy PowerPoint and QuizMaker tricks to achieve gamification, and you don’t have programming or scripting expertise, this session is for you!

Mark Simon

Principal Training Consultant

HiMark Solutions

Mark Simon, a principal training consultant at HiMark Solutions, has over 25 years of hands-on experience with design, development, and delivery of eLearning and instructor-led training. Mark is also an adjunct professor in the instructional design graduate program at UMass-Boston, and is currently VP of programs for the ATD Greater Boston group.

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LS304 Gamifying Assessments in Call Centers

2:30 PM - 3:30 PM Wednesday, March 22

Poinsettia/Quince

In order to provide top-notch customer service, call center agents are required to master an ever-growing number of knowledge and skill sets during training, including sales skills, enterprise tools, products, and policies and procedures. As traditional assessments are often limited to isolated application, facts, or memorized data at lower-level thinking skills, they tend to fall short of testing whether the agents can actually apply their learning and perform on the job.

In this session, you’ll explore the benefits of using game assessments over traditional assessments in call centers, including how this approach can drive employee engagement. You’ll learn how to create game assessments for this environment that motivate employees with healthy competition and recognition for great performance. By the end of this session, you’ll have a repertoire of gamification techniques and methods that you can use to assess higher-order thinking skills and true on-the-job performance.

In this session, you will learn:

  • Why game assessments are a great fit for call centers
  • How games and game assessments can drive employee engagement
  • How to create game assessments that motivate employees with healthy competition and recognition
  • How you can apply gamification techniques to assess higher-order thinking skills and performance

Audience:
Novice to intermediate designers, developers, and managers.

Technology discussed in this session:
Segno Expertise learning platform, HTML/HTML5, and Articulate Storyline 2.

Joe Windham

Instructional Designer

Sears Holdings

Joe Windham is an instructional designer for Sears Holdings Member Services Organization. Over the last 25 years, he has held senior training and development roles at Citrix, Motorola, Florida Power and Light, and Reimbursity. Joe’s expertise is in the areas of online learning development and project management, media production, virtual classroom learning, and instructional design.

Phuong La

Instructional Design Manager

Sears Holdings

Phuong La is a learning solutions architect and instructional design manager at Sears Holdings Corporation. She leads a team of talented instructional designers in transforming and innovating learning across national and global call centers. Phuong has worked in learning and development across different industries including finance, retail, travel, mental health, and higher education.

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LS404 The Path to Mastery Using Serious Games

4:00 PM - 5:00 PM Wednesday, March 22

Palm 3

To support development of a graduate course on serious games at DePaul University, a yearlong study examined the questions to be addressed by this new mode of learning and assessments. Can you encourage people to experience failure in the spirit of learning? Can you build reflection and feedback loops into the learning process? Can you help people further develop their capacities for social interaction and collaborative problem-solving?

This session will review the current research from Northwestern University, Temple University, University of Wisconsin, and Rosalind Franklin University on how serious games will provide a pathway to mastery, and illuminate why serious games are disrupting current training and development methodologies. You will learn about the important features of this new training and learning, including engagement and technology approaches, the time to mastery, and the latest examples of serious games.

In this session, you will learn:

  • How to encourage adults to experience failure in the spirit of learning
  • How to build reflection and immediate feedback loops into the learning process
  • How to facilitate adults to further develop their capacities for social interaction and collaborative problem-solving
  • How to use natural language acquisition technology to engage your learners

Audience:
Novice designers, developers, project managers, managers, directors, and senior leaders (VP, CLO, executive, etc.).

Dennis Glenn

Professor

DePaul University

Dennis Glenn is a professor at DePaul University. His instructional design and eLearning experience was honed when he joined Northwestern University as manager of the advanced media production studio, later being promoted to assistant dean for distributed education at the School of Communication. Dennis has designed interactive virtual patients for the medical industry that assess the cognitive decision-making abilities of surgeons, doctors, and nurses. He has taught at universities including Northwestern, Columbia College, Lake Forest Graduate School of Management, and DePaul’s Graduate School of New Learning, where he teaches in two domains: engaging social media, and mastery learning using serious games.

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LS504 Persuasive Instruction: How Gamification and Other Strategies Increase Knowledge Transfer

10:45 AM - 11:45 AM Thursday, March 23

Palm 3

Many L&D professionals have found that the traditional approach to online courses doesn’t always generate consistent quality when it comes to learning outcomes. Because of this, it’s tempting to try new approaches to solve this dilemma, such as gamification and other strategies. But without a deeper understanding of how to apply these new approaches in a meaningful way, you could end up just using superficial applications of them and miss out on their ability to increase knowledge transfer.

In this session, you’ll learn more about how Remote-Learner has been able to take persuasive technology and gamification techniques and align them to proven instructional design approaches. You’ll review the company’s research into the impact of designing with persuasive instructional strategies. You’ll then find out more about the methodology it used to design and develop learning experiences that leverage the strengths of gamification to support a true transfer of knowledge

In this session, you will learn:

  • What Remote-Learner discovered in its research into persuasive instructional design
  • How gamification can be used as a persuasive strategy
  • How to go beyond surface applications to take advantage of gamification’s strengths in knowledge transfer
  • What designing with the intent to persuade learners and support knowledge transfer can look like
  • What Remote-Learner learned from designing eLearning using persuasive instructional strategies and implementing them using the Moodle platform

Audience:
Novice to intermediate designers, developers, and managers.

Technology discussed in this session:
Moodle and approved add-ons.

Page Chen

Chief Executive Officer

Two Tree Solutions

Page Chen is a versatile executive with over 15+ years of experience in leading remote teams, driving growth and development in distributed and global organizations. Page’s most recent roles include chief experience officer at Learning Pool and CEO of Remote Learner Inc. She serves on multiple boards and demonstrates a unique skill set in building strategies that produce a robust cultural and knowledge-sharing environment, allowing companies to thrive in today's rapidly changing world. Page is committed to developing leaders within organizations to excel and achieve, resulting in more scalable and resilient businesses. Recognized for a proactive approach in enabling teams to manage change, Page has spent two decades researching the intersection where strategy and technology come together to allow for the design of impactful digital learning experiences that scale. Whether authoring textbook chapters, speaking at global events, mentoring CEOs, or consulting on learning experience strategies for Fortune 500 companies, federal agencies, or universities, she excels at helping organizations identify their core requirements and achieve a solution that exceeds their desired results.

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LS603 Turning New-Hire Training into a Motivating Game

1:00 PM - 2:00 PM Thursday, March 23

International Center

In retail banking, like many regulated industries, the entry-level customer service employees have complicated jobs combining relationship skills, compliance with complex regulations, and adherence to frequently changing policies and procedures. Conventional wisdom still says these skills are difficult to learn effectively with online learning technology, particularly if the learning is self-directed.

In this session, you will learn how Capital City Bank turned a once burdensome onboarding program into one that engages and motivates new tellers. See how they tackled the onboarding challenge with a self-directed online learning experience that meets all five “moments of learning need,” offers intuitive performance support, provides career path opportunities for all tellers, and reinforces corporate culture.

In this session, you will learn:

  • How to structure a single online learning journey intuitively for performance support, compliance training, and new-hire orientation
  • How to apply gamification and communication approaches to attract and motivate participants in your own learning programs
  • How to create personalized experiences
  • How to create custom content on a budget

Audience:
Intermediate designers, managers, and directors.

Technology discussed in this session:
Intrepid Learning’s learning experience platform—desktop, mobile, and tablet views.

Judy Albers

Principal Consultant, Learning Experience Design

Intrepid Learning

Judy Albers is a principal consultant for learning experience design with Intrepid Learning. Judy, an MSEd, helps leading companies create engaging online learning experiences backed up by neuroscience and research on web behavior. These projects have earned over a dozen awards from across the learning, media, and marketing fields. Prior to Intrepid, Judy served as first vice president of learning technology at JPMorgan Chase, and she facilitated Bank One’s learning governance council during its three straight years as the top-rated bank in the Training Top 100.

Denise Wilson

Vice President, Director of StarUniversity

Capital City Bank

Denise Wilson is the director of StarUniversity at Capital City Bank and has a consulting practice focused on performance improvement. A CPLP with over 25 years’ experience in training and development, Denise brings passion, energy, and make-it-happen attitude to everything she does. As Capital City Bank’s learning leader, Denise believes it is her responsibility to inspire a passion for learning in bank associates and provide them the tools to be successful. The Teller Learning Hub is one of those tools. It came from a desire to give tellers the information they need when they need it in a familiar format.

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STR205 Practical Steps for Microlearning and Gamification

2:00 PM - 2:45 PM Thursday, March 23

Expo Hall: Strategic Solutions Stage

Microlearning is a very potent tool to drive knowledge retention and behavioral change. This session will show you how to take advantage of what research says about gamification and microlearning, how to apply it to the employee journey, and how to correlate learning with performance measurement and learning paths.

Roni Floman

VP Marketing

GamEffective

Roni Floman is a vice president of marketing and product evangelist for GamEffective. She has been involved with GamEffective since 2013. Prior to that, she was a consultant for numerous technology start-ups and led business development at telecom and enterprise software companies. Roni holds an LLB degree, magna cum laude, from Tel Aviv University and an MBA from INSEAD. She is also a published author.

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LS803 LearniGo with the Flow: An Exercise in Motivation with Gamification Design

4:00 PM - 5:00 PM Thursday, March 23

Palm 4

Keeping employees engaged isn’t easy, especially in today’s easily distracted and multitasking workforce. And that’s where a solid gamification strategy comes in. Rather than approaching gamification by applying cookie-cutter, meaningless game mechanics to a program, you need to use a proven process to create cohesive, challenging, and collaborative gamification experiences.

In this session, you’ll look at how gamification design concepts, when applied properly to your learning programs, can inspire your employees to take action in ways that matter to your business. If you want to see sustained engagement, you need to realize that you have different motivations for playing than most of the people you encounter. To address that, this session will help you identify your own motivation profile so you can anticipate what elements will be missing from your design, where disengagement is likely to happen, and where the strategy is likely to fall apart. You’ll then look at a strategic approach to using gamification in a way that’s right for your content and your audience.

In this session, you will learn:

  • How to identify your own motivation profile so you can anticipate what elements will be missing from your design
  • How to increase learning and engagement through key concepts found in game design and behavioral psychology
  • How to add the right game mechanics to training
  • How thoughtful gamification can promote engagement, meaning, mastery, and autonomy in your workforce

Audience:
Novice to intermediate designers, managers, directors, senior leaders (VP, CLO, executive, etc.), and other facilitators.

Monica Cornetti

President

Sententia

Unlike other gamification practitioners, speakers, and consultants, Monica Cornetti has focused intensively on the latest immersive engagement techniques and the latest research in the adult education, corporate training, and talent development fields. A gamification speaker and designer, Monica was recognized as #1 in the Most Influential Women in Gamification who have created a legitimate impact in the gamification industry. At the intersection of learning and play, she is leading a team of trusted, cutting-edge curriculum designers and developers to improve the performance of individuals and organizations across the globe.

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LS904 Improving Higher-Order Skills with Serious Games and Simulations

8:30 AM - 9:30 AM Friday, March 24

International Center

Serious games and simulations have the potential to bridge abstract concepts and real-world applications. But too often, simulations limit themselves to lower-level skills like memorization, resulting in glorified quizzes that are expensive to produce but feel disconnected from real decision-making. And when serious games try to engage higher-order skills, they often do so ineffectively. The decisions that are rewarded may be subjective and arbitrary, leaving learners frustrated and disempowered.

Through case studies and group work, in this session you’ll uncover ways to use techniques such as badging, challenge scenarios, and working with imperfect information to accelerate past rote learning while providing a more interesting and fun learning experience. You’ll also learn how to apply critical thinking models in these experiences to help your audience identify assumptions, analyze arguments, and make better decisions. By learning techniques for measuring and improving critical-thinking skills in the context of serious games and gamification, you’ll open new pathways to building people’s skills in more meaningful and effective ways.

In this session, you will learn:

  • How you can identify and model the higher-order thinking skills that can be improved by using serious games and simulations
  • How to turn flat, quiz-like experiences into sophisticated, thought-provoking applications
  • How to use game design mechanics to improve learner engagement while addressing higher-order skills
  • What best practices you should use to create effective serious games and simulations

Audience:
Novice to intermediate designers, developers, and managers.

Ben Paris

Vice President of Learning Architecture

ansrsource

Ben Paris, a vice president of learning architecture at ansrsource, has over 20 years of experience in assessment design and development. He is a former Kaplan curriculum director responsible for industry-leading LSAT and GMAT courses. As an assessment director at Pearson, he was responsible for assessment standards, training assessment partners, and using assessment in innovative ways to improve the learner experience. At ansrsource, Ben’s vision guides the production of hundreds of thousands of assessment items each year. He has created award-winning online learning systems, trained hundreds of writers and teachers, and personally helped thousands of students achieve their educational goals.

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LS1004 Serious Games: Let’s Play

10:00 AM - 11:00 AM Friday, March 24

Hibiscus/Iris

When you say the word “game,” you might think of first-person shooters, slaying dragons, racing cars, and fighting battles—all of the things that your manager does not want to hear. If you are uncertain of how to plan, design, and develop a serious (business) game, then this is the right session for you. Making a “serious game” acceptable to management and fun for the player is the goal.

In this session, you will first learn about the components of gaming, how to identify and incorporate your business goals, the mechanics of the game, motivators, storytelling tips, engagement techniques, game themes, rewards, challenges, and most importantly, the incorporation of learning. You will then be introduced to a process map that illustrates the components of the game, how they are sequenced, how training can be associated with challenges, and how motivators are used throughout to keep the learners engaged. Finally, you will learn how to measure the users’ pre-game and post-game knowledge of the desired learning topic.

In this session, you will learn:

  • About the sequencing of elements within a game
  • How to use a process map designed specifically for gaming
  • About game mechanics
  • About the importance of preparing an integrated action plan

Audience:
Intermediate to advanced designers, developers, project managers, managers, and directors with a mid-senior level of instructional design experience.

Technology discussed in this session:
Social media and the Carii game platform, which will incorporate chat, posts, video, metrics, etc.

Dave Goodman

Director

SoftAssist

Dave Goodman is the founder of SoftAssist. an eLearning and training firm that provides custom learning, learning technologies support, and classroom content to corporations. With over 19 years of experience across 400-plus engagements, Dave speaks from a wealth of knowledge based upon a deep commitment to learning and applied performance.

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