Frida Monsén

Frida Monsén

is a trained teacher and writer who is passionate about how gaming culture can be used to motivate learning.

She works at Insert Coin on how gamification can be used to create digital learning that engages.

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What is it that you do at Insert Coin?
I started my role as SBU manager in Augusti and will be responsible for EdTech as a business unit. 






What’s your background?

I have worked as a teacher exploring digital ways of working in many years, but also with product development and business development in EdTech, and as a learning specialist in companies and organizations.

I will continue the journey to set the strategic agenda and to satisfy existing clients as well as meeting demands from new clients in the exciting and growing industry of EdTech.

I also wish to be someone our clients in HR and Education can turn to when setting up their own internal processes around the successful use of our product since I think the future of learning is an ecosystem where many pieces have to be connected.

How did you get into the gamification field?

Well, I have always been curious about what stimulates people’s curiosity to learn more, and I see it as an exciting challenge to explore the possibilities with new technology for learning. Games and gaming cultures have always been close to my heart.

Why is Gamification and EdTech such a good combination?

The reason for the rapid growth of gamification in Edtech is the significant increase in activity among the users that have gamification adopted in their environments in both schools and businesses.

When gamification elements are implemented in different environments the productivity and learner engagement increases. Users get more motivated to change behaviours to get better.

The effectiveness increased by 28% in one of our latest success cases. Regarding to WEF, “The future of jobs” (2018) 54% of all employees within Industry will require significant re-training.

Gamification will be an important mechanism in EdTech to adopt the right strategies and systems to strengthen the likelihood of success in re-training processes.

Where do you think gamification is in ten years?

In 10 years gamification will be a natural part of most UX/design, it will evolve to be used in a more reflective and adaptive way with different user types in mind. I mean, not everyone is motivated by a leaderboard. Insert Coin has already come a long way by offering gamification design with different users in mind.

I also think that the fast technological development is going to make us focus more on learning as a whole, and look at social and creative skills that are hard to measure with gamification today. I mean, today we gamify systems, but what happens when we rather ask the question how can technology and game design thinking boost learning within organizations?

Do you use any kind of gamification-elements in your everyday life?

I’m totally addicted to my Apple watch, and feel like it’s pointless to take a step if I can’t see my progress.

I also use apps like Lifesum to motivate myself to a healthy diet and love the emoji-based feedback function in Slack.



Which are your three favorite games?

Candy crush Soda – because it makes me feel good and relaxed when playing it. I can’t play it for too long time because you only have 5 lives.

Horizon Zero dawn – Because it is an extraordinary example of games as a literacy, also adding a social and moral dimension to the gamer experience

Everquest – because it made me realise what gaming and gamification is all about

You have a history of gaming. Tell us a little bit more about that.

I was a non-stereotypical gamer, meaning that I have always loved sports and competition, but started to play computer games late, when I was around 19 and accidently started to play the open world game Everquest together with my boyfriend and his friends.

I was totally absorbed from the start, mostly fascinated by the social and adventurous part of the game, how you could discover new worlds, get new friends, unlock secrets and the tactical planning around how you needed a team with different skills to succeed with a mission. Later, when I started to work as a teacher I realized how well the game elements for feedback, progress and storytelling could be used to boost learning.

You are a very inspirational person, with a lot of knowledge and expertise.
Have Gamification helped you reach your goals?

Well, thank you for saying that! I’m not lying when saying that gamification in many ways has changed how I work, measure progress, communicate and relate to organizations and projects.

Want to learn from Frida?

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