Gamicon 2021

Schedule GMT +00:00 Europe/London
  • 21
    Sunday February
  • 21 Sun
    Log in and Network 23:30 - 00:30 | GMT +00:00 Europe/London
  • 22
    Monday February
  • 22 Mon
    Event Welcome and Kickoff to Player Journey 00:30 - 01:00 | GMT +00:00 Europe/London
  • 22 Mon
    The Octalysis Framework for Gamification & Behavioral Design 01:00 - 02:00 | GMT +00:00 Europe/London
  • 22 Mon
    What if? Why not? How about?: Build your Possibility Thinking Muscles 02:00 - 03:00 | GMT +00:00 Europe/London
  • 22 Mon
    The Game of Life - How Experiential Learning and Gameful Design Can, and Do, Intersect 03:00 - 04:00 | GMT +00:00 Europe/London
  • 22 Mon
    The Epic Use of Design Thinking in Gamification 04:00 - 05:00 | GMT +00:00 Europe/London
  • 22 Mon
    Log in and Network 05:00 - 05:30 | GMT +00:00 Europe/London
  • 22 Mon
    Escape the Tomb 05:30 - 06:30 | GMT +00:00 Europe/London
  • 22 Mon
    What's in it for the learner? 06:30 - 07:00 | GMT +00:00 Europe/London
  • 22 Mon
    Demo: KangaZoo 07:00 - 07:30 | GMT +00:00 Europe/London
  • 22 Mon
    Gamicon Team 07:30 - 08:00 | GMT +00:00 Europe/London
  • 22 Mon
    Co-Creating the Future of Tertiary Education - The Learners Journey 08:00 - 08:30 | GMT +00:00 Europe/London
  • 22 Mon
    Evivve - The Leadership Game - Learn Problem Solving through play 08:30 - 10:00 | GMT +00:00 Europe/London
  • 22 Mon
    Log in and Network 10:00 - 10:30 | GMT +00:00 Europe/London
  • 22 Mon
    Seven Steps to Gamification Success 10:30 - 11:00 | GMT +00:00 Europe/London
  • 22 Mon
    Three ways to gamify an e-learning course beyond PBL 11:00 - 11:30 | GMT +00:00 Europe/London
  • 22 Mon
    Gamification in Business Education 11:30 - 12:00 | GMT +00:00 Europe/London
  • 22 Mon
    Player journey milestoning 1 - Gamicon Team 12:00 - 12:30 | GMT +00:00 Europe/London
  • 22 Mon
    Smart Stories: Under the Hood of Narrative Simulations 12:30 - 13:30 | GMT +00:00 Europe/London
  • 22 Mon
    Serious Gaming, from Genre to Behavioral Transformation 13:30 - 14:00 | GMT +00:00 Europe/London
  • 22 Mon
    How Can a Digital Moose Improve the User Experience for Tourists? 14:00 - 14:30 | GMT +00:00 Europe/London
  • 22 Mon
    Level the Playing Field: Implementing Gamification in the LearningEnvironment 14:30 - 15:00 | GMT +00:00 Europe/London
  • 22 Mon
    Log in and Network 15:00 - 15:30 | GMT +00:00 Europe/London
  • 22 Mon
    Gamification for Online Courses: 5 Myths about Gamification that keep Course Creators from Getting Better Completion Rates 15:30 - 16:30 | GMT +00:00 Europe/London
  • 22 Mon
    Can You Learn to Create a Micro Learning App in Under an Hour? 16:30 - 17:30 | GMT +00:00 Europe/London
  • 22 Mon
    Player journey milestoning 2 - Gamicon Team 17:30 - 18:00 | GMT +00:00 Europe/London
  • 22 Mon
    Thank you Mario, but the princess is in another Castle: declared, nested, suggested and narrative goals in gamified e-learning 18:00 - 19:00 | GMT +00:00 Europe/London
  • 22 Mon
    Dark Side of Gamification 19:00 - 19:30 | GMT +00:00 Europe/London
  • 22 Mon
    Digital badges and micro-credentials: The new currency of credentialing 19:30 - 20:00 | GMT +00:00 Europe/London
  • 22 Mon
    Log into the GamiCon21V Platform 20:00 - 20:30 | GMT +00:00 Europe/London
  • 22 Mon
    Intrinsic Rewards are why Games are better than Schools for Learning 20:30 - 21:30 | GMT +00:00 Europe/London
  • 22 Mon
    Player journey milestoning 3 - Gamicon Team 21:30 - 22:00 | GMT +00:00 Europe/London
  • 22 Mon
    The Evolution of the Text Adventure Game into Digital Humans 22:00 - 23:00 | GMT +00:00 Europe/London
  • 22 Mon
    Augmented Reality ScavengAR Hunt Unpacked - Getting Started withAugmented Reality Development 23:00 - 00:00 | GMT +00:00 Europe/London
  • 23
    Tuesday February
  • 23 Tue
    Log in and Network 00:00 - 00:15 | GMT +00:00 Europe/London
  • 23 Tue
    Lean in with the Science of Gamification: A Decade of Research 00:15 - 01:00 | GMT +00:00 Europe/London
  • 23 Tue
    Playing in the Dark – Gamification with Nefarious Intent 01:00 - 02:00 | GMT +00:00 Europe/London
  • 23 Tue
    Player journey milestoning 4 - Gamicon Team 02:00 - 02:30 | GMT +00:00 Europe/London
  • 23 Tue
    Funding your idea 02:30 - 03:30 | GMT +00:00 Europe/London
  • 23 Tue
    This Was Better than Face to Face. Making the Virtual Physical to Blowthe Box Off People's Minds 03:30 - 05:00 | GMT +00:00 Europe/London
  • 23 Tue
    Log in and Network 05:00 - 05:30 | GMT +00:00 Europe/London
  • 23 Tue
    KPMG’s Interactive Learning Apps Programme 05:30 - 06:00 | GMT +00:00 Europe/London
  • 23 Tue
    Race for Rockets: 3 keys to building an engaging management game 06:00 - 06:30 | GMT +00:00 Europe/London
  • 23 Tue
    Roleplaying Games - Exploring Structure, Motivation, and Gamified Application 06:30 - 07:30 | GMT +00:00 Europe/London
  • 23 Tue
    Log in and Network 07:30 - 08:00 | GMT +00:00 Europe/London
  • 23 Tue
    Gamifying MOOCs 08:00 - 08:30 | GMT +00:00 Europe/London
  • 23 Tue
    The Oracle 08:30 - 10:00 | GMT +00:00 Europe/London
  • 23 Tue
    Log in and Network 10:00 - 10:30 | GMT +00:00 Europe/London
  • 23 Tue
    Demo: Cold Case 10:30 - 11:00 | GMT +00:00 Europe/London
  • 23 Tue
    Intrinsic gamification: A human factors approach to overcome the limits of badges and leaderboards 11:00 - 12:00 | GMT +00:00 Europe/London
  • 23 Tue
    Player journey milestoning 5 - Gamicon Team 12:00 - 12:30 | GMT +00:00 Europe/London
  • 23 Tue
    Co-Create a Collaborative Game 12:30 - 14:00 | GMT +00:00 Europe/London
  • 23 Tue
    Gamification Works Because of Science 14:00 - 14:30 | GMT +00:00 Europe/London
  • 23 Tue
    Gamifying Online Training for Reforestation in Afghanistan 14:30 - 15:00 | GMT +00:00 Europe/London
  • 23 Tue
    Log in and Network 15:00 - 15:30 | GMT +00:00 Europe/London
  • 23 Tue
    Upcycled Gamification: Remix, Repurpose, and Reengage 15:30 - 16:30 | GMT +00:00 Europe/London
  • 23 Tue
    UX: Embrace user’s feeling to drive a successful design 16:30 - 17:30 | GMT +00:00 Europe/London
  • 23 Tue
    Player journey milestoning 6 - Gamicon Team 17:30 - 18:00 | GMT +00:00 Europe/London
  • 23 Tue
    Hyperreality, Mixed Reality and and Open World Games: Designing Serious Games for the U.N. and the W.H.O. 18:00 - 19:00 | GMT +00:00 Europe/London
  • 23 Tue
    Escape the Compliance Cave 19:00 - 20:00 | GMT +00:00 Europe/London
  • 23 Tue
    Log in and Network 20:00 - 20:30 | GMT +00:00 Europe/London
  • 23 Tue
    Reimagine Learning with Gamification & Social Enterprise 20:30 - 21:30 | GMT +00:00 Europe/London
  • 23 Tue
    The Hero Design Framework 21:30 - 23:00 | GMT +00:00 Europe/London
  • 23 Tue
    Results of building a journey together 23:00 - 23:45 | GMT +00:00 Europe/London
  • 23 Tue
    Wrap UP 23:45 - 00:00 | GMT +00:00 Europe/London
  • 24
    Wednesday February
  • 24 Wed
    Log in and Network 00:00 - 00:15 | GMT +00:00 Europe/London
  • 24 Wed
    Text Breakers GamiCon After Party & Game Show 00:15 - 02:00 | GMT +00:00 Europe/London

Log in and Network

Sun Feb 21st, 2021 23:30 - 00:30

Event Welcome and Kickoff to Player Journey

Mon Feb 22nd, 2021 00:30 - 01:00

The Octalysis Framework for Gamification & Behavioral Design

Mon Feb 22nd, 2021 01:00 - 02:00
Yu-Kai Chou The Octalysis Group

Learn how to use Gamification to make a positive impact on your work and life using the Octalysis Framework. A human-centric gamification design framework that lays out the eight core drives for human motivation.


Yu-Kai Chou

Yu-Kai Chou is an international keynote speaker, creator of the Octalysis framework, and the author of Actionable Gamification: Beyond Points, Badges, and Leaderboards. Yu-kai is a regular speaker on gamification and motivation worldwide, including organizations like Google, Stanford University, LEGO, Tesla, TEDx, Boston Consulting Group, Turkish Airline, Huawei, the governments of UK, Singapore, South Korea, Kingdom of Bahrain, and more. His work has affected over 1 Billion user experiences across the world. He has helped a variety of companies, from startups to Fortune 500 companies such as LEGO, Uber, Volkswagen/Porsche, Sberbank, eBay, Fidelity Investments, AIG Japan, Verizon, and more.

What if? Why not? How about?: Build your Possibility Thinking Muscles

Mon Feb 22nd, 2021 02:00 - 03:00
Sue Peahl Central Washington University

If we’re going to change the game, we need a new mindset, new muscles, to get unstuck, find new choices. Instead of focusing on what we can’t do, let’s say “What if? Why not? How about?” and build the pathway to more creative learning. Let’s work out our possibility thinking muscles! In this workshop, build the muscles of “YES AND” possibility thinking. Sue Peahl will lead you in some very simple, fun, playful, everyone-can-do-them exercises to get us ready for the GamiCon21V experience.


Sue Peahl

Sue has been a professional improviser, teacher, improv director for over 30 yrs. Sue has been a mainstage member of improv companies like Chicago City Limits NYC, Comedy Warehouse, Adventurers Club WDW FL, ACME Comedy Theatre LA, Comedy Sportz LA, Liquid Radio Players, Theatresports LA, Impro Theatre LA, and World Cup Comedy on PAX tv. Sue is known for strong characters and character development, narrative improv, musical improvisation, and generally being a goofball. Sue is has an M.Ed in Instructional Design, and is a Sententia LV3 Gamification Master Craftsman.

The Game of Life - How Experiential Learning and Gameful Design Can, and Do, Intersect

Mon Feb 22nd, 2021 03:00 - 04:00
Kevin Bell Janison

In a review of the Intrinsic Motivators inherent to effective gameful design, this presentation will compare aspects of gamified experiential education with recommendations as to how the best can be made of both these philosophies.


Kevin Bell

Before being the Head of Strategic Global Growth at Janison, Kevin Bell has been the Vice Chancellor of Digital Futures at Western Sydney University, head of the Online Experiential Learning group at Northeastern University, Executive director and Senior Fellow at the Lowell Institute Innovation Incubator, and Chief Academic Officer at Southern New Hampshire University. He received his doctorate from the University of Pennsylvania with research into gameful design and student engagement in online courses. He is the author of Game On! – Gamification, Gameful Design, and the Rise of the Gamer Education.

The Epic Use of Design Thinking in Gamification

Mon Feb 22nd, 2021 04:00 - 05:00
Eric Nelson Gamification Schoolhouse

Properly managed, the game space is a safe place for students and teachers to take risks without triggering concern for “how it will affect the grade.” Go on an adventure to discover how Design Thinking can be used to super struct the training of instructors in applying gamification to design challenges.


Eric Nelson

Eric has been a classroom educator for almost 25 years, and has taught across Micronesia, Taiwan, India, Korea, and Vietnam, as well as at the Celebration School in Celebration, Florida. He was once the paleontologist in residence at Disney’s Animal Kingdom. Eric has trained in SCUBA diving, marine mammal rescue, outdoor education, endangered species, underwater robotics, Critical Friends protocols, Design Thinking, standards-based assessment, writing across the curriculum, ESL workshops, and gamification. Eric believes that gamification is the way of the future, providing a low risk classroom economy with higher degrees of learning separate from the high risk summative grade economy.

Log in and Network

Mon Feb 22nd, 2021 05:00 - 05:30

Escape the Tomb

Mon Feb 22nd, 2021 05:30 - 06:30
James Bishop Koru Consulting

Online escape rooms can be a powerful approach to team problem solving and Escape the Tomb will fully test your knowledge and out-of-the-box approach to problem solving. Best of all, you’ll go through this experience in teams. Do well and fabulous prizes await you.


James Bishop

James & Carol are dynamic facilitators and learning experience designers, managing, and leading projects in a variety of industries, countries and cultures.
Over the last 10 years, they have designed and delivered over 700 program days in 25 countries to more than 25,000 people from over 180 companies.
James & Carol are masters at Gamification of virtual and live learning journeys, and workshop, conference, and event experiences. Tools they may use include LEGO® SERIOUS PLAY® Method, Gallup’s CliftonStrengths, Empathy for Style Preference Game, Lumina Spark, Thinking-In-and-Out-of-the-Box Method, The 2030 SDGs Game, ClockWise Design Thinking, and Celemi Business Simulations.

What's in it for the learner?

Mon Feb 22nd, 2021 06:30 - 07:00
Abhilash Purohit Gentle Bamboo Solutions

The pandemic has made live virtual sessions a new reality for learning and development among companies in India. The most common complaint in such programs is that learners are not engaged and that facilitators do not have the tools to make learning engaging in this new environment.The tools facilitators were recommended to use did not seem to be built for learning. So we built a gamified interactive presentation tool, dextr.io to solve that problem. In building the tool we focused extensively on the learner’s learning experience, thought extensively about why a learner must take any action, and dove into the motivations and cultural expectations of Indian learners. Every feature was designed with the principle, What’s in it for the learner? In the last 8-months, we have had over 5000 learners participate in live sessions on this platform and seen both participation and engagement improve.In this talk, I will take the audience through our learning design approach based on the principles of Gamification, Personalisation, and Socialisation called the GPS Framework. I’ll talk about how we used this framework to build dextr.io and drive engagement in live virtual sessions.


Abhilash Purohit

Abhilash Purohit is co-founder at Gentle Bamboo Solutions, a gamification company specializing in learning and development based in Bangalore, India. He is also co-founder of Leviosa Consulting, a software development firm specializing in University education management. He is the brains behind Dextr.io, a gamified interactive presentation tool used extensively in corporate education.
An international speaker who recently spoke at Gamification Europe, Abhilash is also one of the top educators on India’s largest learning platform. When not teaching, he can usually be found performing magic for audiences and completing Oxfam 100 km walks.

Demo: KangaZoo

Mon Feb 22nd, 2021 07:00 - 07:30
Kerstin Oberprieler Pentaquest

Presenting ‘KangaZoo’, a game to educate about Australia’s beautiful flora and fauna. Funded by the Australian government, PentaQuest developed this game and it has been awarded as Finalist in the Australian Game Developer Awards.Travel around Australia, capture injured animals and rehabilitate them, then release them to the wild. Super fun game!


Kerstin Oberprieler

Kerstin is a leading expert in gamification and behavioral science for the workplace. She is an award-winning designer and sought-after speaker in Australia and internationally. Kerstin is passionate about helping teams and achieve high performance through behavioral science and has delivered strong results including a 641% increase in engagement in 6 months, 12.5% increase in workplace satisfaction in 3 months, and much more. Kerstin has worked with Government, private businesses, and not-for-profits in Australia and overseas. Kerstin has given a TEDtalk on the power of gamification to create change.

Gamicon Team

Mon Feb 22nd, 2021 07:30 - 08:00

Co-Creating the Future of Tertiary Education - The Learners Journey

Mon Feb 22nd, 2021 08:00 - 08:30

The Learners Journey Helen Wong and Beatrice Chu are part of a movement within Hong Kong University of Science and Technology, to change the way faculty, staff and students work together to co-create a better way to learn. Over the course of several months, they wove together a range of initiatives – graphic recording,
visual facilitation, gamification, designing thinking, and art. James Bishop will host this session as a panel discussion, and encourages your questions.

Evivve - The Leadership Game - Learn Problem Solving through play

Mon Feb 22nd, 2021 08:30 - 10:00
Mohsin Memon Gamitar Learning

Determine competency, define session objectives, and target group to build a game-based learning experience that fits your need and achieves the learning objective you have in mind.


Mohsin Memon

Doesn’t have a doctorate but participants of his learning programs certainly call him Dr. Memon for uncanny reasons. Worked in construction for many years in the US and these days uses his carpentry skills to work on weekend DIY projects. Surfs, snowboards and absolutely loves adventure.

Log in and Network

Mon Feb 22nd, 2021 10:00 - 10:30

Seven Steps to Gamification Success

Mon Feb 22nd, 2021 10:30 - 11:00
Pete Jenkins Gamification+

Pete talks you through the Gamification+ framework for designing and delivering gamification projects. The seven stages in this process are the secret
to continuing success. For each stage, Pete will explain how to apply it, the best practices from around the industry to apply at each stage and a few of the critical issues to watch out for.


Pete Jenkins

Pete is the CEO of Gamification+ Ltd and the Chair of Gamification Europe, the European conference for gamification practitioners. He is the founder of The Gamification Awards and was the chair of The International Gamification Federation from 2014 to 2019. Pete is a lecturer at Brighton University, King’s College London, and ESCP Europe.

Three ways to gamify an e-learning course beyond PBL

Mon Feb 22nd, 2021 11:00 - 11:30
Loredana Zaharescu Société Générale

The session will present three ways to gamify an e-learning course beyond PBL:1. Creating a meaningful challenge, 2. Setting clear goals, 3. Creating meaning. These topics are widely covered theoretically, yet we rarely see them well implemented. The aim of this session is to provide some guidelines that can quickly improve the quality of the gamified module.


Loredana Zaharescu

Lore is an instructional designer for corporate e-learning programs. She constantly looks for opportunities to develop innovative, interactive programs that maintain engagement through gamification and storytelling. She has developed digital learning programs for companies such as Allianz, Microsoft and Societe Generale, as well as for high school students. She is a certified Sententia Master Cratftsman

Gamification in Business Education

Mon Feb 22nd, 2021 11:30 - 12:00
Rob Alvarez IE Business School

IE Business School in Madrid has been creating interactive learning experiences in business education for decades, and they have seen how gamified learning materials can make a difference. Whether or not you are directly involved in business education and related areas, you will find nuggets from the best in the field that you can apply for your learning efforts.


Rob Alvarez

Rob is an international speaker and advocate for the use of gamification in education and learning. He is the host of Professor Game podcast and teaches at IE Business School.
At IE University he is Associate Director of Executive Education Online and IE Publishing, leading relations with professors and universities as well as firms and organizations from the private and public sectors. The online learning experiences are created and distributed for IE University as well as allies and clients, including management simulations, interactive case studies and gamified learning experiences.

Player journey milestoning 1 - Gamicon Team

Mon Feb 22nd, 2021 12:00 - 12:30

Smart Stories: Under the Hood of Narrative Simulations

Mon Feb 22nd, 2021 12:30 - 13:30
Ashley Parker Harvard Business Publishing

Certain games use different quantitative features ‘under the hood’ to enrich the pedagogical impact of game play. The first is simple: every decision the user makes tips the scales between three values, and the resulting (im)balance illustrates the application of the framework being taught.The second is about introspection and self-discover: judiciously using timers and interruptive elements (including conflicting decisions) add to cognitive load and push the user to make trade-offs, which are quantitatively tracked and captured for self-analysis.The third is more complex: the amount of information, and the order in which the user encounters it in the storyline, highlights their ‘distance’ from the perfect path; this is distilled into a facilitator-facing score. This is called the Levenshtein Distance; a useful tool which conveys a great deal of meaning very quickly.The fourth is an example of how an engrossing branching story is all but a distraction: users work in groups to make decisions, and the resulting debrief focuses on their ability to adapt and lead, rather than their ‘success’in the story.All of the above games also tie back to the instructor facilitating the game: What do each of these games provide back to the facilitator’s view in order to arm them with the best information to debrief the game?


Ashley Parker

Ashley Parker leads the content creation and learning design for business simulations produced by Harvard Business School Publishing, which are used by universities and companies worldwide. Covering the breadth of the MBA curriculum, she works in lockstep with authors (from HBS as well as across the globe) to ensure that simulations are both engaging and pedagogically effective. She has worked extensively on a broad range of inductive experiential learning materials (which include simulations, business cases, and interactive illustrations) as well as online courses.
She holds a Master of International Business from The Fletcher School of Law and Diplomacy, Tufts University.

Serious Gaming, from Genre to Behavioral Transformation

Mon Feb 22nd, 2021 13:30 - 14:00
Ahmed Hossam Gampact

For a long time, Serious Games and Gamification have been in a special category in the games industry. Set apart by the serious purpose of their designs, we think of them as something largely unrelated to the various games for fun industries. If we suppose that learning is fun (and we know it is), and the market can support games that are entertaining because of their educational value (rather than despite it), the line between learning for fun, and learning that is fun is blurrier than it’s ever been. Should we still treat educational games for fun and fun games for education as separate things?

How Can a Digital Moose Improve the User Experience for Tourists?

Mon Feb 22nd, 2021 14:00 - 14:30
Jan Bidner Bidnerdonethat AB

We need to know what’s in it for the users. What motivates them to engage? WHO are we actually designing for? And WHAT do they need to do? Explore the design challenges for a digital project that aims to get more tourists to come and visit attractions in the rural mid-northern inlands of Sweden.


Jan Bidner

Jan Bidner is a UX-strategist and Experience Designer. Mainly focusing on learning, usability and engaging the end user. He has also been a project manager and a gamification expert at Sogeti Cap Gemini for several years. Since December 2019 he is self employed with his company Bidnerdonethat who runs client projects where conceptualization and strategy development are central. Jan is a creative soul residing in north of Sweden. He also happens to be an experienced lecturer, workshop facilitator, teacher and podcaster. With a background as a hospital clown and stage actor he loves telling stories and communicating ideas.

Level the Playing Field: Implementing Gamification in the LearningEnvironment

Mon Feb 22nd, 2021 14:30 - 15:00
Adam Palmquist University of Gothenburg

Gamification for learning is widespread, and there has been a focus on studentincreased performance when using gamified educational technology.However, there has been less attention given to identifying and solving thechallenges of implementing gamification in the learning environment. Thispresentation illustrates a gamified intersection giving voice to the students,teachers, and gamification designers.


Adam Palmquist

Adam works as Chief Scientific Officer (CSO) at Gamification company Insert Coin. Palmquist has a background in learning and (analogue) game design. He wrote “A Gamified Learning Environment” in 2017. Since then, he has authored two additional books covering game-based learning, “Engaged Instruction”, explaining how to use gameful design in an analogue classroom, and “The Automation Game Master” introducing research-based framework and practice of gamified change management in the digital era. His PhD-project is a collaboration between Gothenburg University and Insert Coin, concerning Gamified the World Engine (GWEN), a unique system-agnostic gamification API built to democratize gamification.

Log in and Network

Mon Feb 22nd, 2021 15:00 - 15:30

Gamification for Online Courses: 5 Myths about Gamification that keep Course Creators from Getting Better Completion Rates

Mon Feb 22nd, 2021 15:30 - 16:30
Alyea Sandovar Playful Creative Summit

Are you online course completion rates, getting you down? Then Gamify! There are many misconceptions about gamification for online/digital courses and what it can actually do to transform your online course. In this talk I will cover 5 myths of gamification for online/digital courses, then make suggestions on how gamification can increaseonline/digital course completion rates with in turn means repeat customers with less marketing.


Alyea Sandovar

Dr. Alyea Sandovar is a gamification and play consultant. She is passionate about helping business owners create high quality gamified products and programs with ease. She believes creating playful products should not be a headache. Her goal is to bring respect, peace, fun, and tranquility to every project. Her academic background is eclectic as she has a PhD in Game Production, a Masters in Clinical Psychology, a Masters in Human Organizational Systems, and a Bachelor’s is in Public Relations and Communication. She has also worked with academic institutions, non profits, game studios, corporations and start-ups.

Can You Learn to Create a Micro Learning App in Under an Hour?

Mon Feb 22nd, 2021 16:30 - 17:30
Dennis Glenn Dennis Glenn Consulting

At the end of this workshop you will: Create a business plan for micro e-learning simulations using a tutorial of the Business Model Canvas program created for my graduate students. I present the Business Model Canvas as a planning and organizational methodology to share the development process with your team.Author two micro-learning apps with software provided where a user must complete a task to demonstrate mastery. One of the best tools to create rapid prototypes of interactive learning and assessment apps is Articulate Rise. In my workshop I demonstrate how to create an interactive learning app in about 20 minutes using Rise.The second tool to be explored is Sketchfab, the largest platform to publish and find 3D models online. The company claims to have built the world’s most universal 3D and VR player on the web and has the ability to publish 3D content online. In this section of the workshop we will create an interactive microlearning app using 3D models from the Sketchfab collection.


Dennis Glenn

Dennis Glenn, MFA is President of Dennis Glenn LLC, has an interactive learning and assessment company and is an adjunct professor at DePaul University Graduate School of Continuing and Professional Studies.
Dennis has designed interactive virtual patients for the medical industry that assess the cognitive decision-making abilities of surgeons, doctors, and nurses. He has created learning and assessment simulations for Pearson Learning, Baxter, Abbott Labs, American Association of Nurse Anesthetists and over 25 medical schools.
He has taught at Northwestern University, Columbia College Chicago, Lake Forest Graduate School of Management, and DePaul’s Graduate School for Continuing and Professional Studies.

Player journey milestoning 2 - Gamicon Team

Mon Feb 22nd, 2021 17:30 - 18:00

Thank you Mario, but the princess is in another Castle: declared, nested, suggested and narrative goals in gamified e-learning

Mon Feb 22nd, 2021 18:00 - 19:00
Javier Velasquez Free to Play Gamification

I want to work on session to discuss goal setting and challenge design in gamification. Some aspects to work are nested goals, arbitrary goals, non-verbal goal queues, secondary goals, optimization goals, uncertain results and progression goals. We would see how this affects attention spans, motivation direction and measurable learning.


Javier Velasquez

Javier Velasquez studied a Masters in Literature at Universidad de los Andes. He is the founder of board game publisher, Azahar Games. In 2013 he started researching game design and gamification. Alongside his sister, Ana María Velasquez, a PhD in Human Development and Motivation, they worked on BEM Gamification framework with feedback and intrinsic motivation in its core. This framework has been applied in innovation, human resources, loyalty campaigns, and education. Javier sees Gamification not as a tool of design, but as a field with paradigms and objects of study that go beyond the use of standardized mechanics.

Dark Side of Gamification

Mon Feb 22nd, 2021 19:00 - 19:30

Gamification is supposed to be fun. That’s why businesses, organizations, and individuals use it on a daily basis. Why else would someone play games? But what are the ethics of gamification? What stops someone from doing something nefarious? Is there a limit to gamification? Should it be up to academics, the government, or individuals to police how gamification is used? Can you imagine a world dominated by the Black Mirror episode Nosedive? Join three gamers, designers, educators, and academics as they discuss a world where everyone you interact with is rated on a five-star scale.

Digital badges and micro-credentials: The new currency of credentialing

Mon Feb 22nd, 2021 19:30 - 20:00
Ginger Malin Badgecert

There’s been a lot of buzz about digital badging and micro-credentials, but what are they and how do they apply to you? This session will discuss how stackable micro-credentials differ from traditionally offered credentials, and present case studies about how they provide additional value for professionals while developing new revenue streams for organizations. We’ll explore: Is a digital badge a micro-credential? What’s involved in developing and granting micro-credentials. How to generate new revenue streams with micro-credentials.The innovative trends and how to stay ahead of the curve so you’re future ready.


Ginger Malin

Dr. Ginger Malin is the founder and CEO of BadgeCert, a digital badging solution that enables organizations to digitally recognize and validate the professional development activities and credentials of over 3 million stakeholders with a single click. Ginger is a recognized leader in deploying cutting-edge virtual learning technologies to help organizations educate, inspire and recognize their stakeholders’ accomplishments. Ginger holds a B.A. in English Education from Indiana University, a M.S. in Education Leadership from DePaul University and Ph.D. in Curriculum and Instruction from the University of Illinois at Chicago.

Log into the GamiCon21V Platform

Mon Feb 22nd, 2021 20:00 - 20:30

Join a table, check your tech (mic/speakers/camera), meet your Guild Leader and Guild

Intrinsic Rewards are why Games are better than Schools for Learning

Mon Feb 22nd, 2021 20:30 - 21:30
Kevin Miklasz Nickelodeon

Although reward structures are successful in games, the types of rewards used in education typically impede the learning process. Badges and other rewards have generally failed to take root in education because of deep-seated design constraints in schools, colleges and adult education that affect what types of rewards get used- the fact that you are using a badge is far less important than how you use a badge. Games have used well-designed, meaningful, intrinsic reward structures, while educational systems have often used poorly-designed, meaningless, extrinsic reward structures. Without dissecting and addressing the reasons for this discrepancy, attempts to revolutionize education in a gamified manner are doomed to failure.


Kevin Miklasz

Kevin Miklasz has worked in game design and education for over the last 10 years. He has a PhD in Biology from Stanford University, but has spent his time gaining diverse experiences in education: designing science curriculum, teaching after-school science programs, designing science games, running a science and cooking blog, running game jams for kids, doing data analyses to improve EdTech products, and running professional development for teachers and professional engineers. Kevin is also the author of a forthcoming book, Intrinsic Rewards in Games and Learning.

Player journey milestoning 3 - Gamicon Team

Mon Feb 22nd, 2021 21:30 - 22:00

The Evolution of the Text Adventure Game into Digital Humans

Mon Feb 22nd, 2021 22:00 - 23:00
Alex Galloway Wells Fargo

In the beginning, you started in a forest, cave or dungeon with a troll to the north, sunlight to the east and there was an open field west of a white house with a boarded front door. You entered text, and the story progressed. All that mattered was figuring out the story. You will look at how all that changed with the addition of graphics and what it takes to build a visual adventure today in Unity3D.You will then see how a chatbot cloud service can be used to design a conversation. You will examine the basics of the cloud service and see how to spin up a basic bot. While the technology has changed, you will find that building it resembles the text dungeon from simpler times. Finally, you will look at the evolution of all these features packaged into the digital human product Soul Machines. You will learn how advanced data collection and analysis has allowed for new and more natural interactions between the user and a chatbot. Automatic animation, emotional awareness and increased user feedback can guide the conversation, so that once again, your main design concern will be the story.


Alex Galloway

Alex X. Galloway is a Texan with a passion for learning through 3D and extended reality (XR). While doing award-winning software engineering at Hewlett Packard, he began to meet with members of the VR and AR community in the pre-Rift years and build 3D experiences as a hobby. Fast-forward to today, he leads development of extended reality eLearning at one of the largest banks in the United States.

Augmented Reality ScavengAR Hunt Unpacked - Getting Started withAugmented Reality Development

Mon Feb 22nd, 2021 23:00 - 00:00

Augmented reality has found an accessible space in learning and development. Developing with AR is easier than it ever has been and gamified learning is the perfect use case! In this session, we will explore how to build an effective, engaging, and immersive AR scavenger hunt. We will identify tools to easily get started creating your AR and how to include game elements while building. The techniques and tools we review in this session can be applied to any of your core curricula, staff meetings, special events, and new hire orientation. You will leave this session with the information you need to start creating your own gamified AR experiences today.

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Tue Feb 23rd, 2021 00:00 - 00:15

Lean in with the Science of Gamification: A Decade of Research

Tue Feb 23rd, 2021 00:15 - 01:00
Larysa Nadolny Compassnorth

Many of the trends in gamification are NOT supported by research. Why? Many developers look to other software tools or the most popular gamification strategies for their own applications. This perpetuates a cycle of ineffective applications for gamification. This presentation will walk the participants through the research on making the right choice for their own unique situations.


Larysa Nadolny

Dr. Larysa Nadolny is an associate professor at Iowa State University and CEO at compassnorth. She studies how immersive technology can advance STEM knowledge and identity in K-20 learners. She not only studies how game-based learning and gamification can be used in classrooms, but also how it can prepare the 21st century workforce.

Playing in the Dark – Gamification with Nefarious Intent

Tue Feb 23rd, 2021 01:00 - 02:00
Chuck Sigmund Microsoft

The phrase dark pattern was originally used by Harry Brignull to describe the ways that UI designers were creating interfaces, web pages, and marketing strategies that were deceptive or manipulative. As instructional designers have increasingly leveraged elements of game design to engage their learner-players, they have often taken cues from the UI work done in some of these other spaces. While they do not generally employ these designs with malicious intent, there is a significant risk that lack of knowledge of the risks of dark patterns will lead to unintended, negative consequences for the learner-player, including user manipulation.In this presentation we will explore specific examples of game mechanics and how they can be morphed to become dark pattern elements within a learning environment. Participants will have opportunities to examine and deconstruct actual marketing and game environments to discover the application of dark patterns and how they influence users.


Chuck Sigmund

Chuck Sigmund is a Senior Business Program Manager in Microsoft Worldwide Learning and a certified Gamification Master Craftsman and Facilitator. He is passionate about creating environments that bring out the best in learners and that encourage them to fully engage and optimize their learning experience. His recent work has focused on how to use innovative training techniques, such as gamification, digital storytelling, and recursive practice, to increase learner engagement. He holds a Master of Arts in Education and Training, and is a frequent presenter at learning and development conferences.

Player journey milestoning 4 - Gamicon Team

Tue Feb 23rd, 2021 02:00 - 02:30

Funding your idea

Tue Feb 23rd, 2021 02:30 - 03:30
Christian Gossen KPMG International

Tips on creating a better business case. Have a great idea on how to transform an experience within your business, but don’t yet have the funding or approvals to execute from your organisation? This session will share tips (and traps) in forming your value proposition to get the funding you want.

 


Christian Gossen

Christian runs KPMG’s interactive learning apps programme, helping staff learn about the firm’s offerings and clients. Starting as a pilot project in Australia, it now reaches over 20,000 people per year in over 70 countries.

This Was Better than Face to Face. Making the Virtual Physical to Blowthe Box Off People's Minds

Tue Feb 23rd, 2021 03:30 - 05:00
Jimbo Clark innoGreat

Nearly one year into COVID influenced training and facilitation, and every one of us has done something that we thought was impossible in our respective domains. We are getting better. We are learning and adapting. And our participants/learners are getting better at learning in the virtual world, both in terms of using the technology, and in being more present and authentic during sessions. So, let’s shoot for the moon and focus on how to make virtual better than face to face. Why go back when we can go forward? In this session, Jimbo takes you through the methodology that he used to unlock creativity, deepen sharing, and motivate change from two perspectives.


Jimbo Clark

Jimbo Clark is the founder of InnoGreat, which focuses on creativity and innovation in the decision-making process. He helps leadership teams and organizations solve challenging situations with improved thinking aligned to a shared vision.
Jimbo has worked with over 40 Fortune 500 companies in more than 25 countries. He has trained and certified 200 facilitators in his methodology.
Jimbo is the creator of Thinking In and Out of the Box, a mindset improvement tool used to increase creativity, empathy, and inclusion. He is also co-founder of Brains on the Beach where he co-created the ClockWise creative innovation methodology.

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Tue Feb 23rd, 2021 05:00 - 05:30

KPMG’s Interactive Learning Apps Programme

Tue Feb 23rd, 2021 05:30 - 06:00
Vaughan O'Leary KPMG International

During 2020, due to an emphasis on working virtually, our people needed a solution to help them feel they belonged. Our Interactive Learning Apps Programme was able to step up with various initiatives, engaging more than 20,000 people across the KPMG network. Some of our initiatives will be highlighted in this session.


Vaughan O'Leary

Vaughan manages KPMG’s global Interactive Learning Apps program, responsible for engaging employees with need to know information. He joined the program in 2015, and in 2020, impacted more than 20,000 employees with their inhouse apps. Vaughan is always on the lookout on how to improve the employee experience from both a digital and non-digital perspective.

Race for Rockets: 3 keys to building an engaging management game

Tue Feb 23rd, 2021 06:00 - 06:30
Rakshith Bhagavath Gentle Bamboo Solutions

With the pandemic, classroom training has largely reduced in India. While companies are adapting to live virtual facilitation, issues surrounding technology, engagement, and participation persist. Experiential learning is being replaced by lectures; teams are operating in silos and there is little interaction between participants.  Game-based learning, especially in virtual environments, is still looked at sceptically in India. Many doubts and misconceptions are expressed such as: 1. Games require a lot of animation and graphics.2. Games require a lot of time and investment into technology.3. Games can’t be engaging in a virtual live environment with 40 participants and severe restrictions on peer to peer interaction.These were some misgivings expressed by companies that wanted to train their teams to share knowledge, collaborate to achieve goals, and seek and create opportunities for success even as they work from home during the pandemic.We set about building a game, ‘Race for Rockets’ to answer these needs. The game invites teams to play as independent companies that must collaborate to build and launch a rocket for the Indian Space Research Program.In designing and playtesting this game, we discovered 3 keys to designing effective management games for a live virtual environment. In this talk, we’ll explore the inspiration behind these 3 keys:1. What the Indian Space Research Organisation’s Chandrayaan mission taught us about the importance of narrative and pride in games.2. What playing the Pandemic board-game taught us about focusing on player-player interaction and player-game interaction; aesthetics, animation, and technology can enhance player experience, they don’t have to define it.3. What improv’s ‘Yes, And’ principle taught us about embracing constraints when designing a game.


Rakshith Bhagavath

Rakshith Bhagavath is a founder of Gentle Bamboo Solutions, a gamification company specializing in learning and development based in Bangalore, India. In the last 7 years, Rakshith and his team have gathered vast experience in corporate training conducting game-based learning interventions and crafting gamified learning journeys.
Rakshith is co-creator of Dextr.io, a gamified interactive presentation tool for L&D and a member of the International Gamification Confederation, aka GamFed. He is also a trained theatre artiste and recognized as a Distinguished Toastmaster by Toastmasters International.

Roleplaying Games - Exploring Structure, Motivation, and Gamified Application

Tue Feb 23rd, 2021 06:30 - 07:30
Wesley Ball Sententia Gamification

The evidence is clear that storytelling is a powerful way to prompt learnerengagement and increase knowledge retention. The defining feature ofroleplaying games is the huge amount of narrative freedom they affordparticipants. We will explore what makes a roleplaying game and see whatlessons can be learned and brought back to your gamification design.


Wesley Ball

I’ll have this along to you shortly

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Tue Feb 23rd, 2021 07:30 - 08:00

Gamifying MOOCs

Tue Feb 23rd, 2021 08:00 - 08:30
Ehab Abu Dayeh Edraak

As education organizations worldwide move towards putting educational experiences on the internet via Massive Open Online Courses (MOOCs), the retention of enrolled students throughout the course remains a challenge. E-Learning reduces delivery costs significantly, and if existing MOOCs are made more engaging for users, a drastic increase in the user retention (and thus ROI) can be achieved. Gamification can be the bridge between MOOC and user engagement.

The Oracle

Tue Feb 23rd, 2021 08:30 - 10:00
Mohamed Reda The Catalyst Entity

“Stories are learnings for the ages” Any educator can tell you a story is the most compelling form of learning and by stories we can let learners travel to worlds beyond possible imagination. Which begs the question: “Aren’t stories also a form of games that our learners can dwell in?” Learning game designers always fall into a pit when they are contemplating on creating a game: should we start with a story or mechanics? Should we build mechanics & fashion a story around it or should we narrate a story & then stuff the mechanics within? Why can’t we think of stories as an overarching mechanic that encompasses a plethora of mechanics & elements within, making our game run soundly.


Mohamed Reda

Mohamed Reda is a learning architect dedicated to the notion of designing learning experiences. He holds a BSC degree in Human Resources Management and minor in Economics from Sadat Academy for Management Sciences, a master’s degree in International Development from the American University in Cairo. An CIPD-HR associate, Certified Instructional Designer HRCI. Mohamed is currently looking into acquiring his CPTD & a degree in business psychology aiming to blend L&D, gamification and performance management in a tight cohesive mold.
Mohamed is the founder of The Catalyst, an instructional design consultancy focused on the sole purpose of creating impeccable learning experience.

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Tue Feb 23rd, 2021 10:00 - 10:30

Demo: Cold Case

Tue Feb 23rd, 2021 10:30 - 11:00
Karen Sikkema Living Story

Cold Case is an innovative new concept, linking paper dossiers sent to the participants with online communications via online conferencing tools. This online teambuilding game / online Escape Game was developed at the start of the Covid19 crisis, and helped many people to learn how to better communicate and cooperate online. Supported by slides and funny pictures of people trying to solve a Diamond Heist – sharing images and information, being puzzled and misunderstanding each other, getting agitated when time progresses, et cetera – while speaking to each other online, the talk will show how Cold Case was designed and developed, and what results were gained from the game.


Karen Sikkema

Karen is an experience, escape room, and gamification designer for cultural heritage. She specializes in game-based learning and developed the Game-based Learning Design Wheel.
After working as a consultant and innovation manager, she joined Living Story 12 years ago. In addition to Living Story, she founded Tempeest, which develops location-based games for cultural heritage. She works as a guest lecturer at the Hogeschool voor de Kunsten in Utrecht and at Politecnico in Milan, and created the Winter Garden Experience where the Escape Room ELIXIR is designed in combination with an atmospheric tea garden.

Intrinsic gamification: A human factors approach to overcome the limits of badges and leaderboards

Tue Feb 23rd, 2021 11:00 - 12:00
Carlo Fabricatore E.H.E. Europa Hochschule EurAka CH

The gamification of learning is very often centered on leveraging extrinsic rewards to promote learners’ engagement and attainment. However, complex learning activities are driven by stronger motivational factors, which are crucial to make complex learning intrinsically motivating. This talk presents a novel approach to identify these factors and leverage game-based approaches to address them, in order to promote sustained learner engagement and achievement in complex learning activities.


Carlo Fabricatore

Carlo is a game designer, industrial engineer, researcher, and educator. His interests focus on leveraging human factors research to improve the design of sociotechnical systems. He had leading roles in numerous international trans-disciplinary research projects, collaborating with leading-edge organizations including the Organization for Economic Co- operation and Development (OECD), Nintendo, the Learning Development Institute, the Italian National Research Council, and the Interactive Software Federation of Europe. Carlo is a Senior Fellow of EurAKA. At EurAKA Carlo leads advanced trans-disciplinary research on the application of human factors approaches, game-based interaction design, pervasive computing and mixed-reality in mental healthcare, education and sustainability.

Player journey milestoning 5 - Gamicon Team

Tue Feb 23rd, 2021 12:00 - 12:30

Co-Create a Collaborative Game

Tue Feb 23rd, 2021 12:30 - 14:00
An Coppens Gamification Nation

Using the game A Planet Called Hope as a starting point, the challenge, should you choose to accept it, will be to build either extension packs, level-ups, a digital version or other items that will make this collaborative game bigger and better. You will discover the basics of a collaborative game, the decision factors on choosing digital or physical games, and then you will get to co-create additions. Those that are workable will be included in our free to play and download game.


An Coppens

An Coppens is the Chief Game Changer at Gamification Nation Ltd, which offers gamification design solutions to clients worldwide.
Projects she has worked on included, getting ready for new hires, website gamification, gamification of an in-house learning curriculum, and membership site gamification. Increasing engagement is always our key focus.
In her career An has worked in learning and development and change management roles for Modern Times Group, Xigma Management Consultants, Philips Electronics and Arthur Andersen Business Consulting. She holds a gamification master qualification from the Engagement Alliance and has completed a number of online gamification courses.

Gamification Works Because of Science

Tue Feb 23rd, 2021 14:00 - 14:30
Altug Yilmaz GamFed

Gamification is still just a buzzword for some, while for others they’ve already implemented it with powerful effects on their business process. We’ve seen some gamification projects which have a very pretty design but have failed to engage users, and others with a very ugly interface but are addictively engaging their users! What is the secret? Let’s analyze this and talk together at this session with Altuğ.


Altug Yilmaz

Altug is a Turkish pioneer of Gamification. He is GamFed Turkey re-presenter and has been organizing Gamification Meetup Turkey and Gamification Hackathon since 2017.
Altug is a gamification designer for Inooster in Istanbul, Turkey. He blogs about gamification at his Turkish blog
He lectures about Game Design and Gamification at Bahcesehir and Bilgi Universities in Istanbul.

Gamifying Online Training for Reforestation in Afghanistan

Tue Feb 23rd, 2021 14:30 - 15:00
Philipp Busch Phillip Busch Consulting

Imagine yourself as a 13-year-old girl named Ayla living in the mountains of Afghanistan without intact vegetation, facing existential problems due to climate change, desertification, and erosion. You are concerned about the supply for your village, but it is hard for you to talk in front of the local dschirga, the gathering of the village that is mainly driven by men. What are your perspectives? This session will give you insights about how gamified training activities were implemented in the challenging context of Afghanistan by a German development cooperation.


Philipp Busch

Philipp is a Social Innovation Consultant, Author, and Experience Designer. Busch wrote his doctoral thesis on “Gamification in Development Cooperation”. He teaches Gamification and Agile Methods at the University of Mainz, Germany and is a certified Scrum Master and Design Thinking Coach. He has worked in the international cooperation sector with a specific focus on Gamification, Serious Games and interactive digital learning scenarios. In 2020, Busch started his own company working in close cooperation with different actors of international cooperation such as the UN, Worldbank or GIZ in heterogeneous contexts, like Yemen, Egypt, Ghana, China and Afghanistan.

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Tue Feb 23rd, 2021 15:00 - 15:30

Upcycled Gamification: Remix, Repurpose, and Reengage

Tue Feb 23rd, 2021 15:30 - 16:30
Valary Oleinik US Distance Learning Association

The idea of upcycling focuses on finding creative ways to reuse things. In Upcycled Gamification you will participate in a brief gamified adventure to explore how remixing games and instructional design, and repurposing content and tools, can lead to learning experiences that will reengage your learners time and time again. By adopting this gameful approach to design you will always have an abundance of creative options right at your fingertips.


Valary Oleinik

Valary Oleinik is one part artist, one part geek, and 100% committed to finding ways to help people develop and deliver more engaging and effective learning experiences. She has worked in various aspects of L&D for over two decades and is currently a sought-after speaker, a project manager at Weil, an international law firm, and on the Board of Directors of the United States Distance Learning Association. In her consulting work she is assisted by her cat Shadow and her bunny Butterscotch. Their lack of opposable thumbs makes them lousy typists, but they try.

UX: Embrace user’s feeling to drive a successful design

Tue Feb 23rd, 2021 16:30 - 17:30

Knowing user’s feeling is the key to engage user experience successfully. But we have been taught to not discuss or show emotion in order to act like a mature adult, especially at the work environment.However, user experience is about person’s emotions and attitudes. We can leverage these feelings to design an authentic product outcome to be more practical, experiential, effective, meaningful, and valuable. Let the user understand and transform into behavior changing. Allow the user to have product ownership.3 learning objectives.1. Audience will be able to evaluate how human feelings are related to human behavior changes by a psychology approach.2. Audience will be able to apply users’ emotions to predict users’ actions.3. Designer will be able to leverage empathy to stimulate thoughts and contents to achieve user-centered design.

Player journey milestoning 6 - Gamicon Team

Tue Feb 23rd, 2021 17:30 - 18:00

Hyperreality, Mixed Reality and and Open World Games: Designing Serious Games for the U.N. and the W.H.O.

Tue Feb 23rd, 2021 18:00 - 19:00
David Chandross Ryerson University

In this session we will explore the design of gameworlds for professional education. The building of alternate ‘realities’ for training is closely connected to the design of mixed reality training games including VR, AR and desktop immersive narrative simulations. Gameworlds have the following features which we will discuss in design; a. extensive narrative and back story b. world physics and rules c. short, medium and long term learning goals coupled tightly to narrative exposition and d. feedback systems which indicate achievements in the world and opportunities to explore content.In the first half of the session we will discuss how to create gameworlds using agile team builds and asset production. In the second half of the session we will discuss how to use VR and AR in gameworlds effectively, including cost control in production. We will unite these two parts of the talk by connecting them through complexity theory in learning.The hope is that if you attend this session that you will begin to design your own gameworlds and implement them in training. If we can summarize this new field of hyperreality and ‘autopoetic’ (self-generative) learning, it is that you might wish to think like a film producer rather then an instructional designer! Would you buy the game you create if it was not about training, but just played for entertainment? Come and explore the fantasy worlds of serious gaming, from ancient mythology to the far reaches of the globe in adventures that stir the spirit and teach big picture concepts.


David Chandross

David is a faculty member in the Masters of Digital Media program at Ryerson University where he teaches serious game design. He’s served as a professor of physiology, academic dean, and researcher in the field of higher education for over 40 years. One of his current clients in serious game design is the recipients of the 2020 Nobel Prize, the United Nations World Food Programme. He is also engaged with the World Health Organization and the Insurance Institute of Canada. His research interests include gameworld design, learning in seniors, and technology in health care.

Escape the Compliance Cave

Tue Feb 23rd, 2021 19:00 - 20:00
Jeffrey Riley Practical Learning Concepts

We have been told for some time that xAPI is the solution we have wanted for decades on including all learning in a person’s record. While this is technically true, few people are adopting this standard. The main reason is most Instructional Designers, course developers, etc. are not programmers. To make xAPI work, people must be javascript experts. Now that Torrence Learning has created the xAPI.ly builder, this is no longer true. This session demonstrates how any person can use this tool with a Learning Record Store and Learning Management System to collect information they can actually use.


Jeffrey Riley

Jeffrey Riley has over 30 years’ experience in the learning industry as an educator and in the business world. In 2018, Jeffrey worked with the Construction Financial Managers Associate to create a board game for the financial managers to play at their annual conference. The game was so successful that it is still played at regional meetings.
Jeffrey is a Gamification Master Craftsman with Sententia Games and the owner of Practical Learning Concepts consulting with businesses to implement eLearning, and gamification. He is consulting with Dr. Ray Jimenez with online workshops in Workflow Learning.

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Tue Feb 23rd, 2021 20:00 - 20:30

Reimagine Learning with Gamification & Social Enterprise

Tue Feb 23rd, 2021 20:30 - 21:30
Prageeth Sandakalum Virtusa

Gamification in many organizations is limited to a stand-alone platform that offers points and badges to independent productivity matrices and show the highest gainers on a leaderboard. While this does not bring great results, it can also lead to a strong employee active disengagement. In order to gain the best out of gamification, the following building blocks must be in place;Well defined key performance measuresA platform that enable the user journey (To earn rewards, complete quests)Enterprise social engagement to celebrate achievementWhile enterprise social platforms help the individuals to share their achievements and interact with fellow colleagues with similar interest, it also helps the organizations to develop communities of practice and community role models without any additional investment.This it’s a great topic to discuss how can the organizations use elements of Social aspects to drive better results with gamification. In this speech, I will be discussing the below points;Enterprise Social – The essential elements of the social platformCreating communities of practice with similar learning and development backgroundsDeveloping community leaders/role models with proper gamification techniquesEnabling a culture of continuous community learning via a series of implicit rewardsThe topic will cover case studies and number of research areas covering the enterprise onboarding, learning and certifications.


Prageeth Sandakalum

Prageeth Sandakalum is a Senior Business Consultant / North America’s Lead for Gamification for Virtusa Corporation. He has been working as a senior business and product management consultant for 9+ years and has worked with a number of global top 100 companies in the domain of Manufacturing, Insurance, and Financial Services.
Prageeth was among the top 40 global gamification gurus. He has written number of articles and delivered speeches on gamification and employee engagement.
He is also a Certified Gamification Expert (Engagement Alliance) and earned his Certificate in Gamification from Wharton School.

The Hero Design Framework

Tue Feb 23rd, 2021 21:30 - 23:00
Robin Krieglstein Live Neuron Labs

The majority of projects fail because we’ve been so very wrong about how human behavior works. Fortunately, a renaissance in the Behavioral Sciences has been replacing folk wisdom with data. And the new field of Behavioral Design is establishing how to apply these findings to greatly improve outcomes on real-world projects. In this session, one of the pioneers of the field will teach us the fundamentals of his “Hero Behavioral Framework”. You’ll learn Robin’s most practical insights distilled from his decades on the frontlines designing large-scale positive behavior change. You’ll find it a very applicable synthesis of insights from game design, media design, behavioral science, behavioral economics, social science, and more.


Robin Krieglstein

Robin Krieglstein has been using science, media, and game techniques to design behavior change programs for over two decades.
He founded the Design Group at LeapFrog Educational Toys; launched the first gamified, behavior-change social network; and was a guest researcher at the Stanford Behavior Design Lab with Dr. BJ Fogg.
Robin has designed for many behavior change solutions for brands including Amazon, UnderArmour, American Heart Association, LG, Spectrum Health, Walmart, and the American Medical Association.
Robin founded Live Neuron Labs which consults on behavior change for social good. Their work spans health, fitness, education, sustainability, emotional wellbeing, and financial wellbeing.

Results of building a journey together

Tue Feb 23rd, 2021 23:00 - 23:45
Bernardo Letayf BLUErabbit

After learning and designing with him throughout the conference, Bernardo will use his BLUErabbit platform to take us through the entire player journey in our conference wrap up.


Bernardo Letayf

Bernardo is a gamification expert, trainer, and international speaker with a specialty in Web and UX design/development. He was inspired to create the BLUErabbit educational platform by his own negative experiences as a student and a belief that every learner in the world deserves better. His mission is to transform education because he believes that it is overdue for an evolution. “Passing a class isn’t learning”

#OurLearnersDeserveBetter

Wrap UP

Tue Feb 23rd, 2021 23:45 - 00:00

Log in and Network

Wed Feb 24th, 2021 00:00 - 00:15

Text Breakers GamiCon After Party & Game Show

Wed Feb 24th, 2021 00:15 - 02:00

We know you learned a lot and had a great time throughout Gamicon21V. Let’s conclude our time together by playing Text Breakers Virtual Game Show for the After Party! Get to know some of the amazing people you’ve met over the past 48-hours and laugh with new friends!

Text Breakers Virtual Game Show is 100% interactive and involves participation from everyone who is playing. Games range from trivia to humming, and so much more! Host Steve Silverberg and Producer Dr. Amber LaJeunesse will make your jaw hurt from laughing so hard.

We can’t think of a better way to conclude this incredible virtual conference than with a game! So, grab your drinks and let’s play!