Level Up your corporate learning and development programs, employee onboarding, client engagement, or classroom with this cutting-edge strategy to motivate and engage employees, customers, and students. Hosted by Sententia Gamification, our guests include gamification gurus, platform providers, and end users who give you tips, tools, and techniques to add immediately to your training, talent development leadership, and employee engagement toolbox. Put Gamification to work for you!
Doc Yavelberg, author of The Sententia Shift: How Gamification Rewrites How We Solve Problems, featured in the GameChangers Anthology. Doc is an artist, educator, designer, and strategist whose work bridges art, learning, and systems thinking. As the founder of Flying Cloud Solutions, he helps organizations transform complexity into clarity using gamification, human-centered design, and his Be AI-gile framework—an approach that blends AI with adaptive design practices to prepare organizations for the future of work.
My guest today is Bernardo Letayf, we’re exploring not one but two chapters he contributed to the GameChangers Anthology. His first, Problems, Users, and Actions: Creating the Learner Journey, offers a clear, actionable model for designing meaningful engagement. His second, Love, Happiness, and Engagement: A Reflection, goes deeper—challenging us to think differently about what truly drives learning and connection. Bernardo is the founder of BLUERABBIT, creator of the BLUERABBIT gamification platform, and a pioneer in designing experiences that make learning measurable, meaningful, and fun. He’s worked with educators and organizations around the world to help them build game-based learning ecosystems that sustain motivation and growth.
Enframing and the Human Moment in Learning Design. Frank Parker is a retired Director of Instructional Technology at Johnson C. Smith University and one of our most active, engaged, generous, and gracious members of our Sententia gamification community of practice
My guest today is Susan Peahl, and joining us as well is Phil Ferrone. Our topic is: Clarity Before Clicks: Before You Buy That Tech. Susan holds a Master’s degree in Instructional Design and has decades of experience transforming workplace learning. She has trained more than 10,000 leaders across industries, blending academic expertise with real-world insight. She’s also an award-winning improviser and actor, which gives her a rare ability to connect with audiences and make learning memorable. Phil brings his own leadership experience to the conversation, offering a client and organizational perspective on what works—and what doesn’t—when it comes to investing in training and technology.
Unofficial History of Gamification: From Playful Roots to Purposeful Practice in Learning. Karl has a worldwide reputation as one of the pioneers in the gamification of learning and instruction—literally writing the book on the subject. He’s an international keynote speaker, a TEDx presenter, and author of over a dozen LinkedIn Learning courses. Karl works with organizations across the globe to create meaningful, interactive learning experiences, from board games to simulations to enterprise programs.
The Framework Factor: Building Scalable Gamification That Works. Keith is Associate Director of Global Learning & Development at Merck, founder of Lillico Learning Solutions, and a Certified Gamification Master Craftsman. His work blends game design elements, accessibility, and business alignment to create learning content that meets learner needs while achieving enterprise goals. He’s been recognized as an ATD “One to Watch,” Training Magazine Emerging Leader, and 2023 ATD Outstanding Learning Professional of the Year.
GameFrame™: Rethinking Leadership with Coaching and Play. Rihan is an ICF Master Certified Coach, a Gamification Master Craftsman, and a Leadership Development Specialist with over two decades of experience. She’s also a LEGO® Serious Play® Facilitator and EQ Practitioner, known for connecting coaching frameworks with professional and organizational practice. Rihan’s work has been presented at international conferences, and she’s committed to creating inclusive, reflective spaces that empower professionals and leaders to thrive.
If I Can Do It, You Can Do It: From Prototype to Award-Winning Training Game. Artrell is a Certified Gamification Master Craftsman through Sententia Gamification and creator of Taiyazukuri, an award-winning playing card game designed to teach manufacturing processes. This game received accolades at TechLearn 2023 and was recognized internationally by a global manufacturer in Japan. Since 2008, Artrell has worked across telecommunications, manufacturing, and workforce development, helping organizations build leadership capacity, improve retention, and close performance gaps. He’s also the founder of Mukevä Learning Partners, an L&D consulting practice focused on immersive, results-driven solutions. Artrell, your chapter was a fantastic mix of humor, grit, and courage. Thank you for joining me and our listening audience.
Fail Smart: Lose to Learn the Gamified Way. Javier is a game and gamification designer with extensive experience creating innovative solutions that use play and gameful design to enhance learning, motivation, and engagement. His work has been recognized internationally with four GamiCon awards, including two for Best Overall Use of Gamification. As the creator of the BEM Gamification Framework, Javier also teaches in master’s programs and executive education courses, sharing his expertise in how meaningful game design can transform education and organizational learning.
Editors Monica Cornetti and Jonathan Peters discuss the anthology Gamechangers. Hear their vision for the book and why they chose these authors.
In this episode, we meet Pradeep U.N., a masterful weaver of narratives and gameplay, turning organizations into vibrant ecosystems where storytelling, gamification, and social learning converge to unlock a symphony of inclusion, innovation, and purpose.
About Your Host: Monica Cornetti works with individuals and organizations like yours who want to learn how to think playfully to change behaviors and achieve objectives. A gamification speaker and designer, Monica was 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 have 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). She is 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.