I’m at the ASTD International Conference & Exposition in Denver, CO and trying live blogging for the first time. Mary Myers and Robert Pearson from Maritz Canada are speaking on Driving Engagement & Performance: Gamification & Learning
Fun can change behavior for the better. The presenters showed a video that covered how people don’t want to take the stairs, they want to take the escalator, but by gamifying the stairs, there was a 66% increase in the number of people taking stairs. More of these types of videos are on the funtheory.com.
Definition of gamification: the application of game mechanics to a non-game environment
Paul Lawrence, Harvard University, an organizational psychologist, teamed up with dean of business school and wrote a book called the Four Drive Model: all behavior stems from 4 drives: aquire, defend, create and bond
1. Drive to acquire: stuff, things, relationships, status
2. Drive to defend: defend the things we’ve acquired (relationships and other stuff we’ve acquired)
3. Drive to bond: be social, connect, build community
4. Drive to create: drive to learn, drive to create a better community, better planet
When we think about behavior change, the tactics must address all four of these drives. If you neglect one of these drives, you wont be successful.
Game dymanics include reward, status, acheivement, self expression, competition.
Ford Case Study: Professional Performance Program
Professional Performance Program provides dealer training through an online portal (online resources, video, discussion forum). Everyone must create a training program and get certified annually to become better sales or customer service people. The existing program was successful, however people needed to take more training, so they applied game theory to the portal.
The setting of the game was a “garage.” Employees could earn badges, display them in a trophy case. People had to do a bundle of actions to complete a badge: watch an online e-learning, watch a video, participate in a discussion forum. Badges were aligned to specific business objectives. The game is nimble so that as business objectives change, the badges change. By changing the game over time, it keeps it sustainable, fresh, new.
Within first three days of launch, servers hosting the portal went down due to heavy traffic.
What surprised the team who developed the game was the high level of engagement in informal learning. People were engaged in the game, and also happy to learn about resources that had always existed but they discovered them through the game.
This program launched on January 9 and in the future they hope to let participants pick their own avatar car to use in the game.
Results from the project:
1. Percent of training plans (TP) completed. As of April 2011, 89% of TP completed, vs April 2012 95% created a TP
2. Percent of employees who met their Q1 milestone by deadline 2011 was 87% in 2011 vs 94% in 2012
3. Total users:
Week 1 (Jan 8-15) 8,745
Jan : 11,202
Feb 12,998
March 13,847
April 14,297
Examples of gamificaiton ideas from the audience:
1. Continuing education to keep licenses current at an insurance firm: create a game similar to the one that the presenters shared. Maybe have the participants start with a wrecked car or damaged house and they slowly restore it back to new as they earn points.
2. Moving communications through layers of an organization: use the game of telephone, hot potato
3. Change the terminology in a learning event: instead of a quiz, call it a trivia challenge
4. Verizon need more peer interactions so build a system for rewarding behavior for good coaching. People get points when they coach staff in a timely manner.
Recommended Books on Gamification: The Gamification of Learning by Karl Kapp, Gamificaiton by Design by Gabe Zichermann



What’s one feature that exists in a virtual classrooms and virtual meetings but not in face-to-face settings? The chat box! The chat feature allows participants and facilitators to communicate throughout a session. When used effectively, chat can enhance your session in many ways. Here are six tips to keep in mind to maximize the chat feature in the virtual classroom:

The need to move traditional classroom training to a live online format has never been greater. Learning how to design, deliver, and facilitate truly interactive and engaging virtual classroom training is just like learning any other new skill: it takes practice. If you are an experienced in-person trainer, think about how you learned your craft and honed it over time and how you can replicate that experience for the virtual classroom. Here are four steps to accelerate the dividends of your practice.
Foodies and chefs will recognize the French phrase, mise en place (pronounced MEEZ ahn plahs), which translates to “put in place.” In the world of cooking it means having all your ingredients prepared and ready to go
Over the last two months I had the opportunity to work with ASTD to produce four large scale webinars that were part of the TechKnowledge 2011 Virtual Conference. Each webinar featured a presenter who had presented a session at the actual conference, and then delivered a similar session via WebEx to a virtual audience. Since speakers were selected based on their popularity and appeal to virtual learners, enrollment in the webinars was impressive, ranging from 500-1,000. The webinars were interactive and used one-way audio: the audience listened through a phone line and typed questions into chat.
What does it take to put together a 

Last post I wrote about fundamental concepts regarding
Whether you are facilitating a web conference for a sales event, virtual classroom training or a knowledge sharing event, you will need PowerPoint slides to support your content. You don’t need to be an expert in PowerPoint to put together a good slide deck, but when developing your slides, keep these two concepts in mind:
In this guest post, Michael Randel, Director of Randel Consulting Associates, shares a case study using a video conference and web-meeting tool to support a retreat with teams in Washington DC and DR Congo.