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Mohamed Bahgat Gamification & Gaming in Coach Training ACTO 2016

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Page 1: Gamification & Gaming in Coach Training Mohamed Bahgat...When to use Gamification in learning •In the Field of learning, Gamification can be used to enhance the learning experience

Mohamed Bahgat

Gamification & Gaming in Coach Training

ACTO 2016

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DEVELOP HUMAN DEVELOPERS

www.segateam.com

www.facebook.com/segateampage

www.linkedin.com/company/segateam

/2mbahgat

These are social media links For more information about the speaker “Mohamed Bahgat”

Page 3: Gamification & Gaming in Coach Training Mohamed Bahgat...When to use Gamification in learning •In the Field of learning, Gamification can be used to enhance the learning experience

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Gamification And Gaming In Coach Training Levels

Gmaifi- wahhhh?

Level 1

Why Gamification

Level 2 Fun Theory

Level 3 Game Elements

Level 4

Gamification vs Gaming

Level 5

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What do you know about gamification?

Do you play games? What are they?

participants profile?

Planning

Data Collection

Data Analysis

Presentation

Hello game

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How to win?

Accuracy

Collaboration

Creative presentation

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Debriefing

Insights and positive feedback about the overall process

Your feedback on the product

Why did you feel it is a game?

What are the game elements that we used?

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What is Gamification?

• Gamification is the use of game elements and game design thinking in non-game contexts to:

• Engage people

• Change behavior

• Motivate action

• Promote learning

• Solve problems

• And yet more ..

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20%

Level Completed

Level 1

Page 10: Gamification & Gaming in Coach Training Mohamed Bahgat...When to use Gamification in learning •In the Field of learning, Gamification can be used to enhance the learning experience

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Gamification And Gaming In Coach Training Levels

Gmaifi- wahhhh?

Level 1

Why Gamification

Level 2

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Why Gamification?

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Why Gamification ?

Real tangible benefits

Speed

motivation

collaboration –

competition achievement

Engagement

Participation

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Gamification in learning

When to use Gamification in learning

• In the Field of learning, Gamification can be used to enhance the learning experience for any learner. It is very effective when it’s used to motivate learners, influence behavior and actions, effective feedback and driving innovation.

Gam

ific

atio

n in

Lea

rnin

g

Motivate learners

Influence Action & Behavior: Feedback

Drive Innovation

Skill Building

Knowledge Acquisition

karlKapp :the gamification of learning and instruction-field book

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Gamification in training

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Motivation

• Very effective companies were two times more likely to include Gamification in their sales training programs as opposed to companies that were not rated as very effective

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Gamification and Coaching

Does this sounds familiar to us as coach trainers , or other coaching areas?

Gamification aim

Sustainable behavioral

change

focused on human

behaviors

Coaching aim

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About the speaker

Coaching Active

Facilitation&gamification

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Gamification

Educational Gaming

Experiential Learning

Organizational Coaching

Why SeGa?

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Challenges facing coach training

Challenges

Objective

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Gamification and Coaching

• The usage of Gamification in the form of levels, feedback, quests, surprise and other game dynamics and mechanics helps in creating a reflective and engaging learning experiences.

• It also allows learners to dare to fail safely and succeed awesomely with feedback.

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Reflection Time

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Level Completed

Level 2

40%

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Gamification And Gaming In Coach Training Levels

Gmaifi- wahhhh?

Level 1

Why Gamification

Level 2 Fun Theory

Level 3

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Energizer

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Fun Theory

The world’s deepest trash bin 132% more trash was collected

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Fun Theory

Piano Stairs 66% more people than normal chose the stairs over the escalator

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Level Completed

Level 3

60%

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Gamification And Gaming In Coach Training Levels

Gmaifi- wahhhh?

Level 1

Why Gamification

Level 2 Fun Theory

Level 3 Game Elements

Level 4

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Game Elements

Progress

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Badges, Trophies, Achievements

Trophies, badges, ribbons, etc. are the visible recognition of having reached new levels or completed challenges. Challenges give people goals and the feeling that they are working toward something. Once a level or challenge is completed, participants expect some type of recognition for the milestone. As silly as it might seem, trophies and badges matter; they are visual markers of attainment.

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In our coach training program, badges are designed to define specific outcomes in specific learning areas.

Well Prepared

Awareness Maximizer

Potential Finder

Development Guru

Questioning Guru

Badges

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Other badges are designed to motivate learners to cooperate with each other, to be committed to the program time, or any general achievement during the event.

These badges were used during the car race to honor the top 3 players for their progress.

In another program, the learners were simulating a story theme of some sailors exploring the sea islands & treasures. And they were rewarded by these badges for each mission completed.

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Theme

• The theme in a story is its underlying message, or 'big idea.'

• In other words, what critical belief about life is the author trying to convey in the writing of a novel, play, short story or poem? This belief, or idea, transcends cultural barriers. It is usually universal in nature.

• When a theme is universal, it touches on the human experience, regardless of race or language. It is what the story means. Often, a piece of writing will have more than one theme

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Learning eXperience Design Course, the learners -or in other words the Sailors- lived 3 training days + 6 weeks mentorship, in a Journey towards the treasure and they have some missions before the final stage where they meet with the “Pirates”.

Theme

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The Missions were sent by email, but also aligned with the “Sailors journey” theme.

Theme

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Dear Great Sailors, You have done an outstanding job in past mission, Thank you very much for all your outstanding efforts!

We really appreciate your hard work and commitment!

We are aware of how much the last mission was hard and very compressed in time, but you did a real great job and showed your fighting spirit till the end Great Job Everyone!

Mayday… Mayday!

To All Sailors, please take your positions…I repeat…. Please take your positions! IT’s an ULTIMATE

Emergency State! Finally, team! It’s time for the Final Boss mission! Its time show our potential and greatest abilities! It’s

time to show our team work and the true powers of the LXD Designers! It’s the Dragon of the oceans! The final Project!

Mission 8: Shipwreck Reef:

This is a preparation mission for our Boss Fight Battle, the mission is very easy and doesn’t require a lot of time but you have to do it on a couple of days so please start it right now: The Mission will talk about the “FLOW” state, which is one of the most important psychological states

needed by the Gamification due to the high motivation it leaves the player/learner in. In this mission you will have only 1 simple challenge, you will need to download an application called

“The Perigee Seven App”, this is a health based Gamified app, you will need to use it and extract the game elements which this app use!

Final Boss Mission 9: Treasure Island: This is your final mission for the great treasure of the LXD Journey! You will need to combine all the

missions you did into 1 Project which you can easily find it in the “Sententia Gamification Apprent ice Requirements (The Rules)” which you will find inside the mission.

Good Luck everyone, our life counts on you! Save us from the dragon of the oceans! And Find your ULTIMATE Treasure

Theme

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This animation video was used to motivate them to fill a survey.

Theme

Insert video

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43 43 Reference cards

Session Workbook

Knowledge booklet

Theme

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Story

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Progression: A dynamic in which success is granularly displayed and measured through the process of completing itemized tasks.

Progress

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Time Pressure & Countdown

Countdown and time pressure: players are only given a certain amount of time to do something. This will create an activity graph that causes increased initial activity increasing frenetically until time runs out, which is a forced extinction.

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Reflection Time

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Level Completed

Level 4

80%

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Gamification And Gaming In Coach Training Levels

Gmaifi- wahhhh?

Level 1

Why Gamification

Level 2 Fun Theory

Level 3 Game Elements

Level 4

Gamification vs Gaming

Level 5

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What are games?

• Karl Kapp defined gaming as:

a system in which players engage in an artificial challenge, defined by rules, that result in a quantifiable outcome.”

While Thiagi had A broader definition of games. A game involves a group of players interacting with each other under a set of rules to overcome conflicts and achieve a specific goal. With this broader definition, we move away from traditional games to a wider variety of training activities.

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As coach trainers:

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Why we play games

A good working theory for why people are motivated to play games maintains that there are four underlying reasons, which can be viewed together or separately as individual motivators:

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The impactful reward of gaming

• Another group of reasons center on sheer enjoyment of experiencing the game. Easy Fun maintains focus with player attention rather than a winning condition.

• The Immersion Key awakens in the player a sense of curiosity. It entices the player to consider options and find out more. Ambiguity, incompleteness, and detail combine to create a living world.

• The sensation of Wonder, Awe, and Mystery can be very intense. Players using this Key play to move from one mental state to another or to fill attention with something new.

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Gaming Vs. Gamification

• A learning game (Gaming) is A broader definition of games. A game involves a group of players interacting with each other under a set of rules to overcome conflicts and achieve a specific goal. With this broader definition, we move away from traditional games to a wider variety of training activities.

Gamification, on the other hand, only uses a few game elements. Learners don’t play an entire game from start to finish; they participate in activities that include video or mobile game elements such as earning points, overcoming a challenge or receiving badges for accomplishing tasks.

Gaming Gamification

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Level Completed

Level 5

100%

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Gamification And Gaming In Coach Training Levels

Gmaifi- wahhhh?

Level 1

Why Gamification

Level 2 Fun Theory

Level 3 Game Elements

Level 4

Gamification vs Gaming

Level 5

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Gamified digital applications

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Coach.ME • Coach.me helps you reach your

goals & helps you make daily progress.

• combines between the concepts of coaching and at the same time using gamification elements such as Instant feedback

Link to application https://www.coach.me/habit-tracker

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Due props

• DueProps is a Peer Recognition Game for Workplaces to help employees feel appreciated, more engaged and more productive through focusing on positive feedback and reinforcement.

• Gamification Elements

1. Level up 2. Instant rewarding 3. Avatar 4. Challenges 5. Leaderboards 6. Karma

Link to application https://dueprops.com/

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HabitRPG

• RPG = Role Playing Game in which players take on the roles of imaginary characters to experience imagined adventures.

• HabitRPG includes customized smart task lists to reinforce good habits and get things done. And those tools are wrapped in the trappings of fantasy role-play.

• Gamification elements: 1. Health bars 2. Avatar 3. Badge 4. Collection 5. Progress 6. XP 7. Virtual currency 8. Level 9. Virtual items

Link to application https://habitica.com/static/front

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Gamification And Gaming In Coach Training Levels

Gmaifi- wahhhh?

Level 1

Why Gamification

Level 2 Fun Theory

Level 3 Game Elements

Level 4

Gamification vs Gaming

Level 5

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SeGa Case Study

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SeGaTeam Experience

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MaaCs

Engagement

41%

Impact 18%

Activity 16%

Interaction 17%

Motivation 8%

3 days training

4 runs

45 participants

7 Nationalities

Open feedback at the end of 3 days

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MaaCs

Impact

Engagement

Activity

Interaction

Motivation

Layer 1

Layer 2

49 % of participants’

Engagement depends on Activity

& Interaction

47 % of training Impact

depends on

Engagement & Motivation

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MaaC detailed case

6 out of 8 participants

completed 3 months coaching program

Engagement

36%

Impact 20%

Activity 18%

Interaction 18%

Motivation 8%

MaaC 1 Comments Analysis (3 Days)

Engagement

20%

Impact 54%

Interaction

8%

Motivation

18%

MaaC Comments Analysis (3 Months)

Car Race Theme

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MaaC detailed case

Impact

Engagement

Activity

Interaction

Motivation

Layer 1

Layer 2

91 % of participants’

Engagement depends on Activity

& Interaction

79 % of training Impact

depends on

Engagement & Motivation

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MaaC detailed case

86% 78% 81%

Rate of “Activities”

during 3 days

Rate of “Coaching Impact”

during 3 months

Rate of “car race theme”

during 3 months

Direct Questionnaire after 3 months

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hank ou!