Play with the Art of Game-Based Learning
How has gamified and game-based learning evolved in the adult education market, and what are some notable success stories or case studies? What are the key differences and similarities between gamified learning and game-based learning, and how do these approaches impact adult learners? Monica Cornetti explains!
Monday Morning Magic from Inkandescent® PR + Publishing Co. — The art of playing is not lost on Monica Cornetti, Founder and President of Sententia Gamification. She works with individuals and organizations like yours who want to learn how to think playfully to change behaviors and achieve objectives. So it was a pleasure to feature this leader on the monthly Distance Learning Roundtable show hosted by US Distance Learning Association executive director Pat Cassella and Edu Alliance Group exec Dean Hoke.
This month’s topic is The Art of Game-Based Learning, where Pat and Dean have 10 Questions for Monica:
- How has gamified and game-based learning evolved in the adult education market, and what are some notable success stories or case studies?
- What are the key differences and similarities between gamified learning and game-based learning, and how do these approaches impact adult learners?
- How can gamified and game-based learning be effectively integrated into distance learning programs across diverse educational settings, such as corporate training, higher education, and telehealth?
- What are some main challenges and considerations when implementing gamified and game-based learning for adult learners, and how can these challenges be addressed?
- What are the potential benefits of incorporating gamified and game-based learning into distance education for adult learners, and how do these approaches enhance learner engagement, motivation, and retention?
- Can you share some examples of innovative technologies or platforms that support gamified and game-based learning for adult learners, and what features or functionalities make them effective?
- How do gamified and game-based learning approaches cater to the unique learning preferences of adult learners, and what strategies can be employed to ensure inclusivity and accessibility?
- What research or studies have been conducted on the efficacy of gamified and game-based learning in the adult education sector, and what insights do they provide for practitioners and policymakers?
- How can educators and trainers effectively design and implement gamified and game-based learning experiences that align with adult learners’ specific learning objectives and outcomes?
- How can gamified and game-based learning foster collaboration, problem-solving skills, and critical thinking among adult learners, and how do these skills translate into real-world applications within their respective fields or industries?
About our Guest: A gamification speaker and designer, Monica Cornetti is repeatedly rated #1 among the “Gamification Gurus Power 100” by RISE from 2015-2020, and in 2021 and 2022 was recognized as #1 in the Most Influential Women in Gamification who created a legitimate impact in the gamification industry. Monica is the President of Sententia, Inc. and leads the company’s education and design projects at Sententia Gamification. She is also the Gamemaster of GamiCon (annual international conferences for the gamification of learning) and Head of Faculty at the Gamified Learning Academy.
She is also the author of the books Lipstick Lessons, What Were You Thinking?, Totally Awesome Training Activities Guide: Put Gamification to Work for You, and co-author of Deliberate Fun: A Purposeful Application of Game Mechanics to Learning Experiences.
A graduate of Seton Hill with a BA in psychology, and The University of Houston-Victoria, where she earned a Master’s Degree in Economic Development and Entrepreneurship, Monica is hired for her skill as a gamification speaker and strategist and she and her company Sententia Gamification are considered to be at the top of the field in gamified and game-based learning design for corporate training and adult education. Recent clients include Unilever, Wal-Mart, and Microsoft. When she is not busy changing learning with gamification, Monica can be found “researching” gameplay with her grandsons. Learn more at sententiagamification.com.
Explore more about the Distance Learning Roundtable:
Until next Monday: May you always learn while you play, and play while you learn. — Hope Katz Gibbs, founder and president, Inkandescent® Inc. Inkandescent.us