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The “Immernet”: Immersive Learning 
through Games, Gamification and Virtual 
               Worlds




                  By Karl M. Kapp
                  Bloomsburg University
                  Gamification of Learning and Instruction 
 Twitter:@kkapp
Interactivity (I) + Immersion (I) = Sustained Engagement (E)
                Results in meaningful learning.
Interactivity (I) + Immersion (I) = Sustained Engagement (E)
                Results in meaningful learning.
Latest Slides for This Presentation

      Google “Kapp Notes”




    Ripped from the pages of “The 
     Gamification of Learning and 
             Instruction”
Latest Slides for This Presentation
      Book signing in 
      Google “Kapp Notes”
        Bookstore at 
               5:15
    Ripped from the pages of “The 
     Gamification of Learning and 
             Instruction”
Agenda

           1                                             2
                                      What are four instructional design methods 
What are three simple, low‐tech       that encourage immersive learning
techniques for creating engaging 
learning experiences?




                                    3
                   How do I, create learning experiences tied to interactivity, 
                   immersion and game‐based elements? 
Malone’s Theory of Intrinsically 
    Motivating Instruction 




Challenge    Fantasy      Curiosity
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. Chapter 2 
“The Gamification of Learning and Instruction.”
Fantasy– There are both cognitive and
emotional reasons for evoking fantasy.
Cognitively a fantasy can help a learner
apply old knowledge to understand new
things and help them remember the
content. Emotionally, a person can
connect with the experiences and not
bring with it “real-world” concerns or fears.
Image Courtesy of GameOn! Learning
Challenge and Consolidation– Good games offer players a set
of challenging problems and then let them solve these problems
until they have virtually routinized or automated their solutions.

Games then throw a new class of problem at the players requiring
them to rethink their now, taken-for-granted mastery, learn
something new, and integrate this new learning into their old
mastery.
James Paul Gee,
University of Wisconsin-Madison
Self‐Determination Theory
• Self‐Determination Theory
  – Autonomy
  – Competence
  – Relatedness
Autonomy or Producers– Players are producers, not just
consumers, they are “writers” not just “readers.” Even at its
simplest level, players co-design games by the action they take
and decision they make.

James Paul Gee, University of Wisconsin-Madison
Competence or Pleasantly Frustrating– Good games stay
within, but at the outer edge, of the players “regime of
competence” (diSessa, 2000) Challenges in a game are
challenging but feel “doable.”

This is motivational. (Confidence from the ARCS model of
motivation.)
James Paul Gee, University of Wisconsin-Madison




   diSessa, A. A. Changing Minds: Computers, Learning and Literatcy. Cambridge, Mass.: MIT Press, 2000.
Performance before Competence– Good video games operate
by a principle just the reverse of Most training modules:
performance before competence (Cazden, 1981).

Players can perform before they are competent, supported by the
design of the game. It is learning by doing.

James Paul Gee, University of Wisconsin-Madison
Relatedness– This is experienced when a person feels
connected to others. It can either be in real-time or related to
players who have played before through such items as a
leaderboard or artifacts left by other players.
Are games effective for 
      learning?
Yes!
                           Retention % Higher
                           Type of
                           Knowledge
                           Retention     9%
                           Procedural   14%
                           Declarative  11%
Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based
simulation games. Personnel Psychology .Review of 65 studies. Chapter 4 “The Gamification of Learning and
Instruction.”
Percentages of Impact
      It wasn’t the game, it was
                  Retention
    level of activity in the game.
                                                                 % Higher
                           Type of
                           Knowledge
                           Retention           9%
                                           In other words, the
                           Procedural engagement of the learner in
                                              14%
                                       the game leads to learning.
                           Declarative        11%
Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based
simulation games. Personnel Psychology .Review of 65 studies. Chapter 4 “The Gamification of Learning and
Instruction.”
Do simulation/games have to be entertaining to be 
                         educational?  


                                                                                           NO




Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based
simulation games. Personnel Psychology .Review of 65 studies. Chapter 4 “The Gamification of Learning and
Instruction.”
Do Simulation/games build more confidence for 
    on the job application of learned knowledge than 
                 classroom instruction.


                                                                             Yes, 20% higher 
                                                                            confidence levels.




Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based
simulation games. Personnel Psychology .Review of 65 studies. Chapter 4 “The Gamification of Learning and
Instruction.”
Fact: Instructional games should be embedded in 
      instructional programs that include 
      debriefing and feedback. 
                             Engagement


                      Instructional support to help learners 
                                  Educational
                      understand how to use the game increases 
                                  Simulation
                      instructional effectiveness of the gaming 
                         Game
                      experience.                Pedagogy


Hays, R. T. (2005). The effectiveness of instructional games: A literature review and
discussion. Naval Air Warfare Center Training Systems Division (No 2005‐004). Chapter 4 
“The Gamification of Learning and Instruction.”
                               g
Example
Enspire Learning: http://www.enspire.com/
Enspire Learning: http://www.enspire.com/
Transfer
The ability of simulations to teach skills that transfer to real‐
life, on‐the‐job situations seems abundantly positive… 
Computer‐based simulations—assessed as an alternative to 
other means of training, as a supplement to other means of 
training, as a device to combat skill decay in experienced 
trainees, and as a means of improving performance levels as 
they stand prior to training—show positive results for transfer 
a majority of the time.
              In 22 out of 26 studies, trainees demonstrated equal or 
              superior transfer to the control group from simulations.

              Shenan Hahn
              ADL Research and Evaluation Team
Recommendations 
1) Use a game/simulation to provide a context for the learning. 

2) Don’t focus on “entertainment.” 

3) Carefully craft the simulation/game to provide opportunities 
   to increase engagement and interactivity to increase 
   learning.
Use game-based mechanics,
aesthetics and game thinking to
engage people, motivate action,
  promote learning, and solve
           problems.




 Gamification
http://success.adobe.com/microsites/levelup/index.html
Use  measurement achievements instead 
                of completion achievements to increase 
                 intrinsic motivation through feedback. 




Locke, E.A., & Latham, G.P. (2002) Building a practially useful theory of goal setting and task 
  motivation: A 35‐year Odyssey. American Psychologist, 57(9), 705‐717 Chapter 11: “The 
                         Gamification of Learning and Instruction”
Primarily use expected achievements so 
                                      players can establish goals for themselves and 
                                      create a schema of the learning environment.  




                                                                http://www.coursehero.com/courses/




Schooler, L.J., & Anderson (1990) The disruptive potential of immediate feedback. The proceedings of the Twelfth Annual 
Conference of the Cognitive Science Society, Cambridge, MA. Chapter 11: “The Gamification of Learning and Instruction”
Some people think Gamification is only about points, 
              badges and rewards…
… if it was, this would be the most engaging game in the 
                          world.
20% increase in profile completion.
… but the possibilities of “gamification” are far larger 
         than points, badges and rewards.
Elements of Immersive
Environments that Aid Learning
Elements of Immersive
Environments that Aid Learning



NOT Enough Time 
Elements of Immersive
Environments that Aid Learning
Elements of Immersive
Environments that Aid Learning
Story
Researchers have found that the                       Yep, People tend to remember facts 
 human brain has a natural affinity for                   more accurately if they encounter 
       narrative construction.                           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. 
Story Elements
1. Characters

2. Plot (something has to happen).
3. Tension

 4. Resolution
5. Conclusion
NikePlus Stats for Karl
Re‐design the Instruction to 
   Start with a Challenge
Recommendations 
• Embed facts to be learned in the context of stories.

• Start the learning process by providing a challenge to 
  the learner.

• Provide a progression from simple to more difficult 
  tasks.

• Use stories that are related to the context of the 
  desired learning outcome. 
We’ve Always Wanted
     Characters




     Characters
On tests involving different word problems, the group who had 
         a character explain the problems generated 30% more correct 
         answers than the group with  just on‐screen text.




         Animated pedagogical agents (characters) can be aids 
         to learning.  A “realistic” character did not facilitate 
         learning any better than a “cartoon‐like” character.


Clark, R., Mayer, R. (2011) E-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of
Multimedia Learning. New York: Pfeiffer. Pg. 194. Chapter 4 “The Gamificaiton of Learning and Instruciton”
Avatar as Teacher




       Research indicates that learners perceive, interact 
     socially with and are influenced by anthropomorphic 
     agents (characters) even when their functionality and 
                    adaptability are limited.



Baylor, A. 2009 Promoting motivation with virtual agents and avatars: R ole of visual presence and appearance. Philosophical 
Transactions of the Royal B  Society. 364, 3559–3565. Chapter 4 “The Gamification of Learning and Instruction”
Are two avatars better than 
                      one?




Motivator




                              Mentor

  Expert
Yes, two avatars are better 
                      than one.




                                                                          Motivator




                     Mentor


Baylor, A. L. & Kim, Y. (2005). Simulating instructional roles through
pedagogical agents. International Journal of Artificial Intelligence in
Education, 15(1), 95-115. Chapter 4 “The Gamification of Learning and      Expert
Instruction”
http://codebaby.com/elearning‐solutions/examples/
http://codebaby.com/elearning‐solutions/examples/
Recommendations 
• Use characters/agents to model desired behavior.

• Use characters/agents to provide feedback and 
  instruction to learners.

• Characters should  speak in a natural, conversational tone.

• Use two characters, one for coaching and one for 
  expertise is better than just having one character trying to 
  do both.
Levels
Games provide 
different levels for 
different points of 
       entry. 
Scaffolding: Process of controlling 
the task elements that initially are 
  beyond the learner’s capacity. 


                                   Guided Practice. Step‐by‐step 
                                  instructions and then fading of 
                                            instruction



  Having different entry points into a learning module 
  provides players with a comfort level that they can 
  enter the learning and be successful.
Many of the instructional methods that are effective for 
 novices either have no effect or, in some cases, depress 
      the learning of learners with more expertise.  




   Training designed for learners with greater prior 
knowledge requires different instruction methods than 
         training designed for novice learners.  

Clark, R., Nguyen, F. & Sweller, J. (2006) Efficiency in Learning: Evidence‐based guidelines to manage cognitive load. Pfeiffer. Page 
247. Chapter 7 and 7  of “The Gamification of Learning and Instruction.
Recommendations 
• Allow different entry points into the instruction.


• Provide a level demonstrating the needed skill, task or 
  concept, create a level with guided practice and create a 
  level  that allows the player complete freedom to perform 
  the task or apply the concept on his or her own.
Do not view virtual worlds 
 as a next step in “how” 
classroom‐based learning 
     will be delivered.
Instead, ask what kind of 
  learning can this new 
 technology can enable.
Human interaction around a 
task where peer‐to‐peer or 
 group learning is enabled.
By adding immersion to the equation, organizations can allow 
 for higher quality learning interactions between employees 
                    who work at a distance.
Learning content not organized around the work context 
     causes unnecessary overhead for the learner.



                                  Learners tend to prefer 
                                     instructions over 
                                        instruction.
Simulated environments always made sense in 
Medicine, Military and Aviation. Now they make sense 
 for Factories, Call Centers, Retail Stores and other 
                “work” environments.
First Experiment indicated that playing the
 game Darfur is Dying resulted in a greater
 willingness to help the Darfurian people than
 reading a text conveying same information.




Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of
Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.
Second Experiment indicated that playing
                                     the game Darfur is Dying resulted in a
                                     greater role taking and willingness to help
                                     than either game watching or text reading.




Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of
Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.
Take‐Away
1) Interactivity of games leads to higher knowledge retention 
    for declarative and procedural knowledge.
2) Embed facts to be learned in the context of stories. 
3) Games/Simulations do not need to be fun to be educational.
4) On screen characters can enhance e‐learning.
5) Two on screen characters (mentor and expert) are better 
    then one.
6) Use stories rather than bulleted lists to present facts.
7) Present learners with a difficult challenge to engage and 
    motivate them. 
8) Use stories that are related to the context of the desired 
    learning outcome. 
9) Allow different entry points/levels into the instruction.
10) Games can be more influential than reading about a subject.
Contact Karl via    Race you to Book 
Twitter or email         Store!




                    Twitter:@kkapp
                    kkapp@bloomu.edu

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