sxsw 2017 panelpicker submission

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GAMIFICATION SUCCESS: SOCIAL MEDIA EDUCATION 2017 SXSW PanelPicker Submission

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Page 1: SXSW 2017 PanelPicker Submission

GAMIFICATION SUCCESS: SOCIAL MEDIA EDUCATION2017 SXSW PanelPicker Submission

Page 2: SXSW 2017 PanelPicker Submission

MEET SEAN AND JENNY2017 SXSW PanelPicker Submission

Page 3: SXSW 2017 PanelPicker Submission

MEET SEAN AND JENNY

This is Sean Carey and Jenny Newman.

They are part of Dell’s Social Media

and Community University team

(SMaC U).

Page 4: SXSW 2017 PanelPicker Submission

MEET SEAN AND JENNYThey have nearly 30

years combined training and development

experience on top of being social media

subject matter experts.

They are out of cheesecake.

Page 5: SXSW 2017 PanelPicker Submission

MEET SEAN AND JENNY

Here’s Sean acting as MC for a panel of social media influencers just

before this year’s SXSW.

Page 6: SXSW 2017 PanelPicker Submission

MEET SEAN AND JENNY

This is Jenny teaching social

media to a packed ballroom in Panama for

#socialmediaday 2016.

Page 7: SXSW 2017 PanelPicker Submission

MEET SEAN AND JENNY

They are also giant dorks.

The upshot? They can talk, they love to have fun, and they know their

stuff.

Page 8: SXSW 2017 PanelPicker Submission

THE PROBLEM WITH GAMIFICATION2017 SXSW PanelPicker Submission

Page 9: SXSW 2017 PanelPicker Submission

WHAT IS A GAME?A game is a problem solving activity, approached with a

playful attitude.-- Jesse Schell (game designer, professor)

Page 10: SXSW 2017 PanelPicker Submission

WHAT IS A GAME?Playing a game is the

voluntary attempt to overcome unnecessary obstacles.

-- Bernard Suits (philosopher)

Page 11: SXSW 2017 PanelPicker Submission

Goals

Rules

Feedback

Voluntar

y Participatio

n

THE 4 CORE ELEMENTS OF A GAME

Any game worth its salt (whether a

video game, sport, board game, or an enterprise learning gamification effort) puts thought and

design effort into 4 core elements.

Page 12: SXSW 2017 PanelPicker Submission

Rules Feedback

WHAT GAMIFICATION IS MISSING

Most current gamification efforts fail because of an

obsession with implementing

leaderboards, points, and badges as a

template approach to getting people to take a prescribed action.

Page 13: SXSW 2017 PanelPicker Submission

Rules Feedback

WHAT GAMIFICATION IS MISSING

While those tools have their place,

they only address 2 of the 4 core

elements of a truly engaging game.

Page 14: SXSW 2017 PanelPicker Submission

WHAT GAMIFICATION IS MISSING

Without the other 2 elements,

gamification is nothing more than a glorified Skinner box where people spam the lever for

food pellets.

Page 15: SXSW 2017 PanelPicker Submission

WHAT GAMIFICATION IS MISSING

Because gamification fails to address goals

and voluntary participation, people

feel manipulated. Also, once the

rewards dry up, so does the desired

behavior.

Page 16: SXSW 2017 PanelPicker Submission

HOW WE TACKLED THE PROBLEM2017 SXSW PanelPicker Submission

Page 17: SXSW 2017 PanelPicker Submission

GoalsVolunt

ary Participation

ADDING THE MISSING ELEMENTS

When we revamped our social media

certification curriculum, we

realized there was a way we could fully

gamify the experience to get

learners more involved.

Page 18: SXSW 2017 PanelPicker Submission

GoalsVolunt

ary Participation

ADDING THE MISSING ELEMENTS

We had to provide compelling goals

and reasons for the class to participate

of their own volition.

Page 19: SXSW 2017 PanelPicker Submission

GoalsVolunt

ary Participation

ADDING THE MISSING ELEMENTS

We found the perfect blend of

educational opportunities and

missing game elements in the form of an ARG

(alternate reality game).

Page 20: SXSW 2017 PanelPicker Submission

PRIVATE EYES AND ARGS

We built a crime story as a way to make the

courseware compelling.

We did this by creating online characters,

scripting social media dialogue, and tasking the class with solving

the whodunit.

Page 21: SXSW 2017 PanelPicker Submission

PRIVATE EYES AND ARGS

We found that the goal of catching the real culprit encouraged the class’ attention

and spurred them to participate and

cooperate in groups.

Page 22: SXSW 2017 PanelPicker Submission

PRIVATE EYES AND ARGS

They had to use social media tools like LinkedIn and

Twitter in real time to experience the story and uncover the clues required to determine who the criminal was.

Page 23: SXSW 2017 PanelPicker Submission

PRIVATE EYES AND ARGS

We completed the mood required for

voluntary participation by

taking on hard-boiled detective personas

while facilitating and playing Rat Pack-era

music to set the tone.

Page 24: SXSW 2017 PanelPicker Submission

IT WORKED

By both quantitative and

qualitative measures, this new

gamified courseware was a vast improvement.

Page 25: SXSW 2017 PanelPicker Submission

IT WORKED

We even won this nifty industry award for the

project!

Page 26: SXSW 2017 PanelPicker Submission

PICK US

In conclusion:

Real gamification works when done

right, we’re proud of how we implemented game design into our

courseware, and we’d love to tell you

more!

Page 27: SXSW 2017 PanelPicker Submission

PICK US

In conclusion:

Vote for us.Or at least get us more cheesecake.