WE'RE MAKING AN AWESOME NEW SITE FOR GAMICON 2021! CHECK BACK SOON!
WE'RE MAKING AN AWESOME NEW SITE FOR GAMICON 2021! CHECK BACK SOON!
The Gamicon team is incredibly proud to bring you our 2021 lineup. This year's roster includes an astonishing number of international masters from around the world. The roster is still being finalized, so more amazing instructional designers are being added all the time.
Kerstin helps organizations and employees thrive by unlocking employee motivation using cutting-edge behavioral science and gamification. She works with executives and human resource directors to increase engagement, boost performance, align behavior with strategy and build strong and unified culture. Kerstin is the CEO of Pentaquest and has worked with government, private businesses, multinationals, not-for-profits and educational institutions in Australia, the US, South Africa, Singapore, Germany, and Italy. She has also delivered a TEDtalk on the psychology of gamification for bringing about organizational and societal change.
As a gamification consultant, Rakshith works with organizations to deliver gamified growth. As a corporate trainer, he specializes in developing and delivering game-based learning interventions.
His interest in gamification led him to interview over 50 gamification experts around the world and develop a weekly newsletter for the International Gamification Federation (GamFed). He also worked on the first edition of "I Love Mondays", India’s first book on New Age Careers and is currently co-authoring a book on Game Oriented Active Learning.
Mohsin dreams of a world where people play to learn. He is passionate about game based learning, gamification and games in general. He use games and technology to change the way learning happens by creating real and authentic life-like learning experiences that ultimately lead to realization and then change.
In the past, he has worked as a learning designer and facilitator. He's facilitated learning experiences for Marsh, Netflix, Flipkart, Uber, Siemens, Bayer, JP Morgan, Capgemini, GIA, GroupM, JLT and many others.
Loredana is an instructional designer for corporate e-learning programs. She is constantly looking for opportunities to develop innovative and interactive programs that maintain engagement through gamification and storytelling.
Seasoned player in the field of gamification & game-based learning. Since running his first project (The Hunt) in 2003, he made and played over 50 different formats with thousands of people, groups, teams and companies worldwide. Ranging from serious games to escape rooms, Michiel loves to design games that use the immense power of play in the real world. He has the privilege witnessing tons of teams playing games and he loves to inspire others with what he learned from that.
Experienced Adjunct Professor with a demonstrated history of working in the higher education industry. Skilled in 3D Virtual and Augmented Reality Simulations, Life Coaching, Learning Management, and Instructional Design. Strong education professional with extensive research in distance learning and assessments.
Master of International Business, with over 15 years of experience bringing content to the global market. Content Development Manager for Harvard University Business Publishing.
Kevin is a passionate reformer of our educational system. The current status of our educational system is far from perfect, and he wants to help a community of far-thinking educators find a new solution. He's particular interested in the role games can play in revolutionizing our educational system, and how the way that we assess learning affects learning.
He is currently working at BrainPOP as their VP, Data and Prototyping, designing embedded, playful, and meaningful assessments into their learning tools.
Builder of apps, VR / AR experiences, games, and websites.
Bots & automation expert.
Drone & Robot Hobby-ist.
Lifelong educator, teacher, and trainer. Strong emphasis on educational technology, in particular game-based learning and gamification. Her work has resulted in over 30 publications that showcase the effectiveness of GBL - specifically motivation, engagement, and subject matter retention.
Additionally, she led a 10 year content analysis of research articles on GBL. This analysis identified the 6 factors critical for successful design and is the foundation of my approach to gamifying learning and development programs.
Chuck is the senior business program manager of worldwide learning at Microsoft. He is a Chair and Committee member for 4 international L&D conferences, and an invited presenter for 11.
Carlo has a multi-disciplinary background integrating computer science, industrial engineering, human factors and ergonomics, game design, and learning sciences.
He is a full professor in serious gaming at Europa Hochschule EurAka in Switzerland, where he develops advanced postgraduate programs, and serves as Principal Research Fellow of the Research Institute for Social and Economic Sciences (RISES). At RISES he leads cutting-edge research on the application of human factors engineering, gamification, pervasive computing and mixed-reality technologies in the areas of mental health, education, and sustainable development.
Currently working as a Senior Business Consultant/Scrum Advocate for a large multi-national financial services company serving over 25 million global customers. Past experience includes business consulting, product management and leadership in fortune 100 clients in Manufacturing and Insurance.
Also working as North America's lead for Gamification and Employee engagement with responsibilities in product design, pre-sales, and customer engagements.
International Gamification Keynote Speaker
Phillip is a consultant for Experience Design with expertise in Gamification, Serious Games/Learning Games, Design Thinking, Experience Based Learning, Agile Project Management, and Remote Management in International Cooperation
Extensive knowledge of system analysis such as redesigning systems according to user reaction and feedback over 6 years. Over 5 years experience conducting user research, designing interactive user interface, and Information Architecture — usability testing(remote and in-lab), site visits, analytic‐based analysis, UI reviews, and online studies. Extensive knowledge of designing training and eLearning curriculum over 7 years.
Using technical training to help others learn to apply technology.
Using technology to solve learning problems.
Using story telling to engage the learner.
Workflow Learning using real situations in the world of work
Blending learning for more impact and longer retention.
Using Interactive video that adds user engagement to passive learning.
Use of LMS for tracking and web for just-in-time learning.