- Hardcover
- New



Seller: Rarewaves USA, HEBRON, KY, U.S.A.Rarewaves USA
AbeBooks seller since June 10, 2025
Condition: New
US$ 75.82
Quantity: Over 20 available
Add to basketSeller Inventory # LU-9780990326274
- Title
- GameChangers
- Publisher
- Sententia Publishing
- Publication year
- 2025
- Condition
- New
- Binding
- Hardback
- Language
- English
- ISBN 10
- 0990326276
- ISBN 13
- 9780990326274
- Item weight
- 921 grams
The Learning and Development field is standing on the edge of seemingly limitless possibilities. And yet... so much of our training still looks like it did twenty years ago. Even when we "embrace" recent technologies, we often use them to reinforce the same old instructional patterns. We plug modern tools into outdated thinking.
Gamification is a prime example.
When gamification first emerged as a formalized concept, many of the contributors to this anthology were already there, testing, building, and challenging norms. There was excitement about its potential to truly reimagine learning.
But when the mainstream L&D world took notice, gamification was too often treated as a superficial add-on. Points became XP. Gold stars became badges. Leaderboards, well, they were always around. If the LMS didn't support it, it didn't happen. And if it couldn't be implemented easily and cheaply, it was abandoned.
So, the vast landscape of play, exploration, agency, and joy was flattened into what was simple to measure and easy to bolt on. Corporate inertia, outdated metrics, and risk-averse mindsets diluted the power of what gamification could truly be. The word itself became suspect, relegated to loyalty programs and gimmicks.
But this Community refused to stop there.
The contributors to this anthology are members of a global practice that believes learners deserve better. Backed by neuroscience and grounded in human-centered design, they study how people are truly motivated. They explore how learning naturally happens. They integrate tools, strategies, and systems that actually drive behavior change, not just course completions.
Yes, most of them began their journey through Sententia's Gamification Certification process. But what sets them apart is what came after. The way they've continued to grow, refine, and lead. Together, they've created a Mastermind where the students have truly surpassed the teacher.
This anthology is their invitation to you.
It's a collection of voices, stories, strategies, and provocations that challenge the status quo and model what learning can be. Each chapter represents a shift from content delivery to experience design, from compliance to curiosity, from passive to playful.
"Synopsis" may belong to another edition of this title.
About the Author
- Karl Kapp: The Unofficial History of Gamification: From Playful Roots: From Playful Roots to Purposeful Practice in Learning
- Jonathan Peters, PhD: Why This/Why Now: A Scientific Basis for Gameful Design for this Generation Design
- Keith Lillico: The Framework Factor: Building Scalable Gamification That Works
- Joshua Yavelberg: The Sententia Shift: How Gamification Rewrites How We Solve Problems
- Ginine Capozzi: The Most Important Number: Meaningful Conversations, Compelling Ideas, and Decisive Actions
- Artrell Williams: If I Can Do It...: From "What Is This" to "This Is What I Do"
- Susan Peahl: Clarity Before Clicks:Before You Buy That Tech
- Bernardo Letayf: Problems, Users, and Actions: Creating the Learner Journey
- Javier Velasquez: Fail Smart: Lose to Learn the Gamified Way
- Chuck Sigmund: The Motivation Blueprint: Learner Personas as the Secret Weapon of Gamification
- Amadeus Nunaley: Once Upon a Lesson: Where Stories, Games, and Learning Meet
- Steve Abrams: Making the Story Move Us: Connecting Story Archetypes to the Most Effective Game Mechanics
- Jazmin Webster: All Aboard or All Bored? Gamify and Save a Life
- Rihan Mustapha: GameFrame™: Rethinking Leadership: Coaching & Play
- Bernardo Letayf: Love, Happiness, and Engagement: A Reflection
- Frank Parker: Enframing and the Human Moment in Learning Design: A Reconsideration of our Approach to Gameful Design
- Sherry Prindle: Zen and the Art of Gameful Design: Enlightening Learning That Sticks
- Mohsin Memon: Beyond Points and Badges: Designing for Deep Learning with the AFERR Model
- Monica Cornetti: F*ck Average: The Curse of "Good Enough"
"About the title" may belong to another edition of this title.
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