Your SlideShare is downloading. ×
0
By Karl M. Kapp
Bloomsburg University
Gamification of Learning &Instruction 
EMAIL: kkapp@bloomu.edu
TWITTER: @kkapp
BLOG:...
Brief history of…
The World
Image purchased for use
from iStockphoto
Image obtained from Microsoft Clipart
Image obtained from Microsoft Clipart 
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 fi...
This is our best iPhone launch yet — more than
9 million new iPhones sold — a new record for
first weekend sales—Tim Cook,...
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 
4 23
Source: Atari Inc.
Source  Midway, Inc. 
Source: Brøderbund
What variables do I
balance to keep my
person happy?
How should I
manage my time?
Source: http://www.thesims.com/en‐us
What leadership
strategy should I
use?
Source: http://us.battle.net/wow/en/
Source:http://aa3.americasarmy.com/
Image obtained from Microsoft Clipart 
Image obtained from Microsoft Clipart 
Not another 
online 
lecture.
Image obtained from Microsoft Clipart 
Sorry, had you 
on mute, could 
you repeat the 
question.
Image obtained from Microsoft Clipart 
I am going to 
need more 
coffee.
Image obtained from Microsoft Clipart 
are Needed
New
Instructional
Approaches
are Needed
Image modified from Microsoft Clipart 
Gamification
Gamification
Lots of Hype
Gartner Group predicts by 2015,  40 percent 
of Global 1000 organizations will use 
gamification as the primary mechanism ...
Gartner Group predicts 80 percent of 
current gamified applications will fail to 
meet business objectives, primarily due ...
Let’s Play
Fact or Fishy…
Image modified from Microsoft Clipart 
Rules
• A statement is presented
– Choose the best response
• Text Keyword Response:
– To 37607
Take out 
your text‐
machi...
Two Teams
teama teamb
How To Respond via Texting
1. Polleverywhere has no access to your phone number
2. Capitalization doesn’t matter, but spac...
“Games” and “Gamification”
are the same thing.
Is that Fact or Fishy?
Image modified from Microsoft Clipart 
Gamification is
the use of gaming
elements
integrated into a
training program
aligned with
training and/or
business goals ...
• Gamification is to Learning Game as:
– Part is to Whole
– Piece is to Puzzle
– Slice is to Pie
– Steering Wheel is to Ca...
Gamification + Simulation = Learning Game
What is this “game” stuff?
Gamification
Elements that
Aid Learning
1. Story
2. Challenge
3. Mystery
4. Characters/Avatar
5. Challenge
6. Levels
7. Fe...
Gamification
Elements that
Aid Learning
1. Story
2. Challenge
3. Mystery
4. Characters/Avatar
5. Challenge
6. Levels
7. Fe...
Elements of
Games
1. Reward Structures
2. Feedback
3. Story
4. Challenge
Image modified from Microsoft Clipart 
Adding points, badges and
leaderboard to any training
makes it awesome!
Is that Fact or Fishy?
Fishy… if it was that easy…this would be the most engaging 
game in the world.
Source: http://progresswars.com/
20% increase in profile completion.
Source; http://linkedin.com
Use coins, points and rewards to provide feedback on 
performance, updates on progress and level of 
correctness. 
Kapp, K...
Howard-Jones. P.A., & Demetriou, S. (2008, September 11). Uncertainty and engagement with learning games.
Instructional Sc...
Receiving a PREDICTABLE reward 
releases one shot of dopamine.
Howard-Jones. P.A., & Demetriou, S. (2008, September 11). U...
Receiving an UNPREDICTABLE reward 
releases two shots of dopamine. 
Yeah, me!
Howard-Jones. P.A., & Demetriou, S. (2008, S...
What can you do?
Intelligently add game elements to
instruction. Use points, rewards
and badges to convey
meaning…not simp...
Feedback
Source: NAMCO BANDAI Games Inc.
Source: NAMCO BANDAI Games Inc.
The most effective feedback
focuses the learner's
attention on the correct
answer?
Is that Fact or Fishy?
The most helpful feedback provides specific 
comments  about errors and suggestions for 
improvement. It also encourages l...
Leaderboards provide 
opportunities for players to 
receive feedback about their 
performance as compared to 
others. 
Ima...
Garci, S., & Tor, A. (2009) The N‐Effect: More Competitors, Less Competition> Psychological Science, Volume 20—Number 7 
T...
What can you do?
Use feedback to inform learners of
errors in thinking and to focus them on
the task they are learning.
Cr...
Learners remember facts better…
When presented as bulleted
list rather than presented as
a story.
Is that Fact or Fishy?
Researchers have found that the 
human brain has a natural affinity for 
narrative construction.
Yep, People tend to remem...
NikePlus Stats for Karl
Source: www.nikeplus.com, Presenter’s account
Source: https://www.zombiesrungame.com/
What can you do?
Use meaningful stories. Provide the
context for the learning.
One way to engage learners is to…
Present them with a difficult
challenge.
Is that Fact or Fishy?
Fact.
Provide a challenge
Jones, B., Valdez, G., Norakowski, J., & Rasmussen, C. (1994). Designing learning and technology...
Re-design the Instruction to
Start with a Challenge
Image from Microsoft Clipart
Nurse Assistant Training
• Course Objectives
– Describe the nursing assistant’s legal and
ethical responsibilities regardi...
It is your first day on the job as a nurse’s
assistant and you have just witnessed a
senior nurse appear to provide medica...
What can you do?
Give your learners the “Kobayashi
Maru” equivalent.
“Kobayashi Maru” is a no win,
difficult situation designed to
teach “thinking.”
Putting it All Together
Source: https://www.blueshieldca.com/
Blue Shield of California, an independent
member of the Blue Shield Association, is a
not-for-profit health plan dedicated...
Wanted to serve as a model of how an
organization can successfully implement a
wellness program that benefits employees
an...
Daily program focusing on physical, mental
and emotional health using gamification
techniques.
Source: https://challenge.m...
Source: https://challenge.meyouhealth.com/signup
Source: https://challenge.meyouhealth.com/signup
Source: https://challenge.meyouhealth.com/signup
Gamification is part of an over all effort that has resulted in…
80% of Blue Shield Employees participate in at least one ...
Business Results
Wellness program participants are paying $3 million a year less in their share of 
insurance premiums.
Th...
Content References
• The Gamification of Wellness
– http://www.hfma.org/Content.aspx?id=14030
• Pharmville: Applying Gamif...
Retention benefits 
between 35% and 61%, 
with average of 41%.
Subject matter was 
Anatomy and Physiology.
Dobson, J. L. (...
Working Indian men (aged 35—55 years) with impaired 
glucose tolerance were randomly assigned to either a 
mobile phone me...
Ramachandran, A., et. al.., Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle modifica...
Ramachandran, A., et. al.., Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle modifica...
1) Games and Gamification are not the same thing but
both are powerful from a learning perspective.
2) Gamification is mor...
Copy of Slides and Notes available at
www.karlkapp.com
Contact Karl at:
karlkapp@gmail.com
Upcoming SlideShare
Loading in...5
×

The Quest for Learner Engagement: Games, Gamification and the Future of Learning

578

Published on

At the end of the The Quest for Learner Engagement: Games, Gamification, and the Future of Learning presentation, the participant should be able to:

Differentiate among the different learning applications of games, gamification and stimulations.
• Identify four game-elements appropriate for the gamification of learning.

0 Comments
1 Like
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total Views
578
On Slideshare
0
From Embeds
0
Number of Embeds
5
Actions
Shares
0
Downloads
7
Comments
0
Likes
1
Embeds 0
No embeds

No notes for slide

Transcript of "The Quest for Learner Engagement: Games, Gamification and the Future of Learning"

  1. 1. By Karl M. Kapp Bloomsburg University Gamification of Learning &Instruction  EMAIL: kkapp@bloomu.edu TWITTER: @kkapp BLOG: http://karlkapp.com/kapp‐notes/ The Quest for Learner Engagement:  Games, Gamification, and the Future of  Learning  Image from “The Gamification of Learning and Instruction by Karl M. Kapp” 
  2. 2. Brief history of… The World
  3. 3. Image purchased for use from iStockphoto
  4. 4. Image obtained from Microsoft Clipart
  5. 5. Image obtained from Microsoft Clipart 
  6. 6. Image obtained from Microsoft Clipart 
  7. 7. 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
  8. 8. 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. Presenter’s iPhone Image, Screen Capture
  9. 9. ENIAC's main control panel US Army Photo Located at http://en.wikipedia.org/wiki/File:Two_women_operating_ENIAC.gif 
  10. 10. Image obtained from Microsoft Clipart 
  11. 11. 4 23 Source: Atari Inc.
  12. 12. Source  Midway, Inc. 
  13. 13. Source: Brøderbund
  14. 14. What variables do I balance to keep my person happy? How should I manage my time? Source: http://www.thesims.com/en‐us
  15. 15. What leadership strategy should I use? Source: http://us.battle.net/wow/en/
  16. 16. Source:http://aa3.americasarmy.com/
  17. 17. Image obtained from Microsoft Clipart 
  18. 18. Image obtained from Microsoft Clipart 
  19. 19. Not another  online  lecture. Image obtained from Microsoft Clipart 
  20. 20. Sorry, had you  on mute, could  you repeat the  question. Image obtained from Microsoft Clipart 
  21. 21. I am going to  need more  coffee. Image obtained from Microsoft Clipart 
  22. 22. are Needed New Instructional Approaches are Needed Image modified from Microsoft Clipart 
  23. 23. Gamification
  24. 24. Gamification Lots of Hype
  25. 25. Gartner Group predicts by 2015,  40 percent  of Global 1000 organizations will use  gamification as the primary mechanism to  transform business operations.
  26. 26. Gartner Group predicts 80 percent of  current gamified applications will fail to  meet business objectives, primarily due  to poor design.
  27. 27. Let’s Play Fact or Fishy… Image modified from Microsoft Clipart 
  28. 28. Rules • A statement is presented – Choose the best response • Text Keyword Response: – To 37607 Take out  your text‐ machines Standard Texting Fees  Apply!  Images obtained from Microsoft Clipart 
  29. 29. Two Teams teama teamb
  30. 30. How To Respond via Texting 1. Polleverywhere has no access to your phone number 2. Capitalization doesn’t matter, but spaces and spelling do TIPS Amaze Inamaze alright Amaze Image modified from PollEveryWhere (free download with software purchase)
  31. 31. “Games” and “Gamification” are the same thing. Is that Fact or Fishy?
  32. 32. Image modified from Microsoft Clipart 
  33. 33. Gamification is the use of gaming elements integrated into a training program aligned with training and/or business 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.
  34. 34. • 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?
  35. 35. Gamification + Simulation = Learning Game What is this “game” stuff?
  36. 36. 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 Image modified from Microsoft Clipart 
  37. 37. 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  Image modified from Microsoft Clipart 
  38. 38. Elements of Games 1. Reward Structures 2. Feedback 3. Story 4. Challenge Image modified from Microsoft Clipart 
  39. 39. Adding points, badges and leaderboard to any training makes it awesome! Is that Fact or Fishy?
  40. 40. Fishy… if it was that easy…this would be the most engaging  game in the world. Source: http://progresswars.com/
  41. 41. 20% increase in profile completion. Source; http://linkedin.com
  42. 42. Use coins, points and rewards to provide feedback on  performance, updates on progress and level of  correctness.  Kapp, K. M. (2012) The Gamification of Learning and Instruction. New York: Pfeiffer. Chapter Four. Pages 89-98. Source: http://www.nintendo.com/
  43. 43. Howard-Jones. P.A., & Demetriou, S. (2008, September 11). Uncertainty and engagement with learning games. Instructional Science, 37, 519-536. Image modified from “The Gamification of Learning and Instruction by Karl M. Kapp”  The value, or size, of an anticipated reward influences  the motivational signal sent to the brain only within  the contexts of the reward system.
  44. 44. 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. Image from “The Gamification of Learning and Instruction by Karl M. Kapp” 
  45. 45. 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. Image from “The Gamification of Learning and Instruction by Karl M. Kapp” 
  46. 46. What can you do? Intelligently add game elements to instruction. Use points, rewards and badges to convey meaning…not simply completion.
  47. 47. Feedback Source: NAMCO BANDAI Games Inc.
  48. 48. Source: NAMCO BANDAI Games Inc.
  49. 49. The most effective feedback focuses the learner's attention on the correct answer? Is that Fact or Fishy?
  50. 50. The most helpful feedback provides specific  comments  about errors and suggestions for  improvement. It also encourages learners 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. Source: http://www.thesims.com/en‐us
  51. 51. Leaderboards provide  opportunities for players to  receive feedback about their  performance as compared to  others.  Image from “The Gamification of Learning and Instruction by Karl M. Kapp” 
  52. 52. Garci, S., & Tor, A. (2009) The N‐Effect: More Competitors, Less Competition> Psychological Science, Volume 20—Number 7  Test scores fall as the  average number of test  takers at test‐taking venues increases. People finished a timed quiz  faster, trying to be in top  20%, if they believed they  were in a pool of 10 versus a  pool of 100. Called the “N‐Effect” Image from “The Gamification of Learning and Instruction by Karl M. Kapp” 
  53. 53. What can you do? Use feedback to inform learners of errors in thinking and to focus them on the task they are learning. Create leaderboards by department or group rather than individually.
  54. 54. Learners remember facts better… When presented as bulleted list rather than presented as a story. Is that Fact or Fishy?
  55. 55. 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.  Image from Microsoft Clipart 
  56. 56. NikePlus Stats for Karl Source: www.nikeplus.com, Presenter’s account
  57. 57. Source: https://www.zombiesrungame.com/
  58. 58. What can you do? Use meaningful stories. Provide the context for the learning.
  59. 59. One way to engage learners is to… Present them with a difficult challenge. Is that Fact or Fishy?
  60. 60. Fact. 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-Basss. Source: http://us.battle.net/wow/en/
  61. 61. Re-design the Instruction to Start with a Challenge Image from Microsoft Clipart
  62. 62. Nurse Assistant Training • Course Objectives – Describe the nursing assistant’s legal and ethical responsibilities regarding medical records. – List basic rules for recording medical information. – Identify who is able to receive patient information.
  63. 63. It is your first day on the job as a nurse’s assistant and you have just witnessed a senior nurse appear to provide medical information to a dear friend of a terminally ill patient. What should you do? Image from Microsoft Clipart
  64. 64. What can you do? Give your learners the “Kobayashi Maru” equivalent.
  65. 65. “Kobayashi Maru” is a no win, difficult situation designed to teach “thinking.”
  66. 66. Putting it All Together
  67. 67. Source: https://www.blueshieldca.com/
  68. 68. Blue Shield of California, an independent member of the Blue Shield Association, is a not-for-profit health plan dedicated to providing Californians with access to high- quality health care at an affordable price. Source: https://www.blueshieldca.com/
  69. 69. Wanted to serve as a model of how an organization can successfully implement a wellness program that benefits employees and the organization. Source: https://www.blueshieldca.com/
  70. 70. Daily program focusing on physical, mental and emotional health using gamification techniques. Source: https://challenge.meyouhealth.com/signup
  71. 71. Source: https://challenge.meyouhealth.com/signup
  72. 72. Source: https://challenge.meyouhealth.com/signup
  73. 73. Source: https://challenge.meyouhealth.com/signup
  74. 74. Gamification is part of an over all effort that has resulted in… 80% of Blue Shield Employees participate in at least one wellness program. The incidence of hypertension has fallen by two-thirds. Disability claims are down. 50% drop in smoking prevalence and a similar increase in regular physical activity among employees Health Results Source: https://challenge.meyouhealth.com/signup
  75. 75. Business Results Wellness program participants are paying $3 million a year less in their share of  insurance premiums. The company benefited by cutting annual health cost growth for its employees from  double to single digits. Blue Shield expects a 3:1 ROI for its wellness program‐and gets it. The company has seen its annual medical and lost‐productivity costs drop by $5 million. Source: https://challenge.meyouhealth.com/signup
  76. 76. Content References • The Gamification of Wellness – http://www.hfma.org/Content.aspx?id=14030 • Pharmville: Applying Gamification to Healthcare – http://3blmedia.com/blog/Hale-Advisors/Health/Pharmville- Applying-Gamification-Healthcare • Gamification Boosts Employee Health Behavior, Blue Shield Argues – http://www.informationweek.com/healthcare/patient/gamification- boosts-employee-health-beha/232900572
  77. 77. Retention benefits  between 35% and 61%,  with average of 41%. Subject matter was  Anatomy and Physiology. Dobson, J. L. (2013)    Retrieval practice is an efficient method of enhancing the retention of anatomy and physiology information Advances  in Physiology Education  37: 184–191, 2013; doi:10.1152/advan.00174.2012 Spaced Retrieval and Retrieval Practice Image from Microsoft Clipart
  78. 78. Working Indian men (aged 35—55 years) with impaired  glucose tolerance were randomly assigned to either a  mobile phone messaging intervention or standard care.  A study using a randomized control group conducted a  trial between Aug 10, 2009, and Nov 30, 2012, at ten  sites in southeast India with over 500 subjects. Ramachandran, A.  et. al. Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle modification in men in  India: a prospective, parallel‐group, randomised controlled trial The Lancet Diabetes & Endocrinology, Early Online Publication, 11  September 2013 doi:10.1016/S2213‐8587(13)70067‐6 Image from Microsoft Clipart
  79. 79. Ramachandran, A., et. al.., Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle modification in men in  India: a prospective, parallel‐group, randomised controlled trial The Lancet Diabetes & Endocrinology, Early Online Publication, 11  September 2013 doi:10.1016/S2213‐8587(13)70067‐6 “Use stairs instead of an  elevator” “Avoid snacks while watching TV;  you may overeat. “ Image from Microsoft Clipart
  80. 80. Ramachandran, A., et. al.., Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle modification in men in  India: a prospective, parallel‐group, randomised controlled trial The Lancet Diabetes & Endocrinology, Early Online Publication, 11  September 2013 doi:10.1016/S2213‐8587(13)70067‐6 Lowered risk of developing  Type 2 diabetes by 36%. Image from Microsoft Clipart
  81. 81. 1) Games and Gamification are not the same thing but both are powerful from a learning 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 learning outcome. 5) Present learners with a difficult challenge to engage and motivate them. 6) Feedback should be targeted to learner needs. 7) Keep leaderboards relatively small, by department or region—not by individual. Takeaways
  82. 82. Copy of Slides and Notes available at www.karlkapp.com Contact Karl at: karlkapp@gmail.com
  1. A particular slide catching your eye?

    Clipping is a handy way to collect important slides you want to go back to later.

×