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By Karl M. Kapp
Bloomsburg University
Gamification of Learning &Instruction
April 12, 2014
EMAIL: kkapp@bloomu.edu
TWITTER: @kkapp
BLOG: http://karlkapp.com/kapp‐notes/
What is Gamification? 
According to a meta‐analysis of data compiled by 
Gallup the average company has as many as 18% of 
its employees actively disengaged and 49% of 
employees not engaged.
“Study of 2,300 people found only 6% of 
organizations are successful in influencing 
behavior change among employees.”
‐‐Al Switzler
Brief history of…
The World
ENIAC's main control panel
US Army Photo Located at http://en.wikipedia.org/wiki/File:Two_women_operating_ENIAC.gif 
Image obtained from Microsoft Clipart 
We’ve learned and struggled for a few
years here figuring out how to make a
decent phone. PC guys are not going
to just figure this out.
They’re not going to just walk in.
--Palm CEO Ed Colligan, 16 Nov 2006
This is our best iPhone launch yet — more than
9 million new iPhones sold — a new record for
first weekend sales—Tim Cook, 2013.
Palm sold to HP in 2010, by 2011
Palm was done.
New
Approaches
are Needed
Gamification
Gamification
Lots of Hype
Gartner Group predicts by 2015,  40 percent 
of Global 1000 organizations will use 
gamification as the primary mechanism to 
transform business operations.
Gartner Group predicts 80 percent of 
current gamified applications will fail to 
meet business objectives, primarily due 
to poor design.
Let’s Play
Fact or Fishy…
Rules
• A statement is presented
– If “true” indicate: FactX
– If “false” indicate: FishyX
• Text Response:
Take out 
your text‐
machines
Standard Texting Fees 
Apply! 
How To Vote via Texting
1. Polleverywhere has no access to your phone number
2. Capitalization doesn’t matter, but spaces and spelling do
TIPS
FACT01
FACT02
FISHY01
FACT01
“Games” and “Gamification”
are the same thing.
Is that Fact or Fishy?
Gamification is
the use of gaming
elements
integrated into a
training program
aligned goals to
promote change
in behavior.
Game-based
Learning is the
use of a game to
teach knowledge,
skills and abilities
to learners using
a self-contained
space.
What is this “game” stuff?
Simulation
Learning is a
realistic, controlled-
risk environment
where learners can
practice specific
behaviors and
experience the
impacts of their
decisions.
• Gamification is to Learning Game as:
– Part is to Whole
– Piece is to Puzzle
– Slice is to Pie
– Steering Wheel is to Car
• Gamification uses elements of games but is not
a game in-and-of itself.
What is this “game” stuff?
Gamification + Simulation = Learning Game
What is this “game” stuff?
Content Gamification: Content 
changes to be more game‐like
Structural Gamification: Game 
elements added to propel learner 
through content.
Gamification
Elements that
Aid Learning
1. Story
2. Challenge
3. Mystery
4. Characters/Avatar
5. Challenge
6. Levels
7. Feedback
8. Replayability
9. Freedom to Fail
10.Asethetics
11.Time
12.Rewards
Gamification
Elements that
Aid Learning
1. Story
2. Challenge
3. Mystery
4. Characters/Avatar
5. Challenge
6. Levels
7. Feedback
8. Replayability
9. Freedom to Fail
10.Asethetics
11.Time
12.Rewards
NOT Enough Time 
Elements of
Games
1. Reward Structures
2. Feedback
3. Story
4. Challenge
Fishy… if it was that easy…this would be the most engaging 
game in the world.
20% increase in profile completion.
Use coins, points and rewards to provide feedback on 
performance, updates on progress , level of correctness 
and to show Mastery.
Kapp, K. M. (2012) The Gamification of Learning and Instruction. New York: Pfeiffer. Chapter Four. Pages 89-98.
The value, or size, of an anticipated reward influences 
the motivational signal sent to the brain only within 
the contexts of the reward system.
Howard-Jones. P.A., & Demetriou, S. (2008, September 11). Uncertainty and engagement with learning games.
Instructional Science, 37, 519-536.
Receiving a PREDICTABLE reward 
releases one shot of dopamine.
Howard-Jones. P.A., & Demetriou, S. (2008, September 11). Uncertainty and engagement with learning games.
Instructional Science, 37, 519-536.
Receiving an UNPREDICTABLE reward 
releases two shots of dopamine. 
Yeah, me!
Howard-Jones. P.A., & Demetriou, S. (2008, September 11). Uncertainty and engagement with learning games.
Instructional Science, 37, 519-536.
What can you do?
Intelligently add game elements to
instruction. Use points, rewards
and badges to convey
meaning…not simply completion.
Feedback
Encourages players to focus their 
attention thoughtfully on the 
task rather than on simply 
getting the right  answer.
Shute, V. J., Ventura, M., Bauer, M. I., & Zapata‐Rivera, D. (2009). Melding the power of serious games and 
embedded assessment to monitor and foster learning: Flow and grow. In U. Ritterfeld, M. J. Cody, & P. 
Vorderer (Eds.), Serious Games: Mechanisms and Effects. Philadelphia, PA: Routledge/LEA. 295‐321.
Provide specific comments  
about errors and suggestions 
for improvement. 
Leaderboards provide 
opportunities for players to 
receive feedback about their 
performance as compared to 
others. 
Comparative and 
relative feedback
What can you do?
Use feedback to inform and shape
behavior.
Researchers have found that the 
human brain has a natural affinity for 
narrative construction.
Yep, People tend to remember facts 
more accurately if they encounter 
them in a story rather than in a list.
And they rate legal arguments as more 
convincing when built into narrative 
tales rather than on legal precedent.
Carey, B. (2007) this is Your Life (and How You Tell it). The New York Times. Melanie Green 
http://www.unc.edu/~mcgreen/research.html. Chapter 2 “The Gamification of Learning and 
Instruction. 
1. Characters
Story Elements
5. Conclusion
2. Plot (something has to happen).
3. Tension
4. Resolution
NikePlus Stats for Karl
.
Provide a challenge
Jones, B., Valdez, G., Norakowski, J., & Rasmussen, C. (1994). Designing learning and technology for educational
reform. North Central Regional Educational Laboratory. [Online]. Available:
http://www.ncrtec.org/capacity/profile/profwww.htm and Schlechty, P. C. (1997). Inventing better schools: An action plan
for educational reform. San Francisco, CA: Jossey-Bass
What can you do?
Use meaningful stories. Provide the
context for the situation.
Examples
Profiting Pirates Design Challenge
http://ori.hhs.gov/thelab
Source:
http://blog.hubspot.com/blog/tabid/6307/bid/32993/How-Real-Businesses-Are-Using-Gamification-to-Spice-Up-Their-Marketing.aspx
http://www.financialsoccer.com/play/
http://rexonateens.magiclick.net/Game/?sid=7D848AA4-B8C8-4639-BAD7-461CA1F755D4
Since it was launched in the fall of 2006, it has been
played over 80,000 hours.
It boasts an average game play time of over 30
minutes per game play session.
http://www.chrysler.com/games/semantics.html
http://www.energyville.com/
Fantasy Election works like this: build a “dream team” of 
candidates who are being truthful, transparent and civil on the 
campaign trail + get active in Election ’12 = win bragging rights, up 
to $25,000 cash
Candidates are evaluated based on 
5 categories: constituent 
engagement, honesty, 
transparency, civility, and public 
opinion. 
Fewer than 20,000 Fantasy 
Election players managed 
to undertake 500,000 
positive civic actions in 
less than 2 months. 
Website received nearly 
140,00 unique hits but 
only led to 10,000 active 
players. . 
Platforms
http://spbt2014.gamivent.com/index.php/play-expo-challenge
VENDOR
http://www.axonify.com/
VENDOR
http://www.theknowledgeguru.com/
VENDOR
http://www.bunchball.com/
VENDOR
http://www.badgville.com
Changing
Behavior with Games
Changing Behavior
Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior. 
Journal of Personality and Social Psychology.  Vol. 98 . No. 2., 211‐221.
28% helped to
pick up
pencils
33% helped to
pick up
pencils
67% helped to
pick up
pencils
22%
intervened
56%
intervened
Rosenberg, R.S. Baughman, S.L., Bailenson, J.N. (2013) Virtual Superheroes: 
Using Superpowers in Virtual Reality to Encourage Prosocial Behavior. PLOS One., 8(1), 1‐9.
Flying around a virtual world
as a superhero made subjects
nicer in the real world. physical 
world
1) Games and Gamification are not the same thing but both 
are powerful from an influence perspective.
2) Gamification is more than adding points, badges and 
leaderboards.
3) Use stories rather than bulleted lists to present facts.
4) Use stories that are related to the context of the desired 
outcome. 
5) Present to engage and motivate. 
6) Feedback should be targeted to specific needs.
7) Keep leaderboards relatively small, by department or 
region—not by individual. 
Takeaways
Copy of Slides and Notes available at
www.karlkapp.com
Contact Karl at:
karlkapp@gmail.com

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