It's a game – How to introduce gamification into the organization
Introducing Gamification in Organizations: Learn how gamification's value is recognized and its growing adoption. Explore the journey from physical to digital escape rooms, highlighting challenges and solutions. Tailor, contextualize, nurture creativity, embrace adaptability, and create impactful experiences.
General Impressions from the KM World 2013 Convention
Key insights from a knowledge management convention with 700 participants: focus on methodologies, big data, innovation, gamification, and change management.
Knowledge Management 2014: present and future
We are now in the Social generation. This means more sharing, less managing. We're beginning to internalize that there is some truth behind the term “Wisdom of the Crowds”.
Harnessing the Power of Co-Creation: A Case for Design-Thinking Based Hackathons
Design-thinking based hackathons serve as dynamic co-creation hubs, blending structured productivity and creative energy. This approach follows a three-stage model: Inspiration (gathering existing knowledge), Ideation (generating new ideas), and Implementation (turning discussions into action), all while harnessing the collective wisdom of the crowd to foster innovation.
Immersive Storytelling
Storytelling is a timeless form of communication, now enhanced by technology. Immersive storytelling engages audiences and blurs fiction and reality.
Playback theatre as an organizational Knowledge Creation tool
Playback theatre facilitates shared learning, revealing themes and fostering new knowledge in organizations, making it a valuable tool for Knowledge Management and growth.
Gamification ... adding games to the workplace
Gamification can be an effective tool in the workplace, but planning and embedding a game can be stressful. KMGN recently discussed adding games to boost stakeholder connections. Paul Dedkov shared three critical elements: Challenge, Feedback, and Reward. Designing a game's difficulty level is key, as is providing feedback and rewarding success. Understanding users' archetypes, such as friendly, fighter, hunter, or game collector, can help. Digital game generators, such as wordwall.net or genia.ly, can ease implementation and upgrade the product's quality. Overall, gamification can be successful with careful planning and execution.
ThinkerToy - Book Review
The book "ThinkerToy: a handbook of creative thinking ideas" is a book written by Michael Michalko. The book was originally written in 1991, and a current version was published in 2006. The book discusses and presents a collection of tools for developing creative thinking. The tools offered in the book help a person to practice at all levels - from preliminary mental development, through infrastructure and preparation, through the development of ideas in peak and routine meetings, to the examination of ideas after they are formed. Some are suitable for groups, and some are personal.
Gamification is the name of the game
Gamification has been a vital part of human development since prehistoric times and has become increasingly popular in organizational contexts over the past decade. The success of escape rooms proves that adults enjoy playing games, and gamification can be a valuable tool for learning, implementing new systems, and enhancing cooperation among colleagues. Digital escape rooms, with their dramatic storylines, time limits, and teamwork components, can be an effective tool for instilling values and conveying knowledge. By turning workers into active participants, gamification can enhance engagement and enjoyment while still attaining organizational objectives.
Gamification during times of stress and Covid19
Gamification is an effective tool for knowledge sharing and transferring in organizations, even during stressful times.
Come over and play: gamification in organizations
Gamification is not just child's play, it is a serious tool that organizations can use to enhance their processes. Implementing gamification can provide various benefits, such as increasing knowledge sharing, improving collaboration among workers, and enhancing problem-solving skills. There are infinite ways to gamify organizational processes, including debriefing, retaining knowledge, change processes, and special events. The key is to remember that gamification should be fun and must suit the organization's needs and resources.
Gamification: it's the small stuff that makes the big difference
Gamification can be a powerful tool to increase engagement, enjoyment, and creativity in organizational settings. Incorporating gamification elements such as puzzles, humor, short games, and unexpected elements into presentations, workshops, documents, and brainstorming sessions can encourage curiosity, teamwork, and out-of-the-box thinking. By making learning and problem-solving fun and exciting, gamification can help organizations achieve their objectives while also fostering a positive and productive work environment. The possibilities are endless, so it's time to get creative and start playing!