Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Demystifying Gamification in Learning

1,765 views

Published on

Renowned gamification author, speaker and professor, Karl Kapp joins Axonify CEO Carol Leaman to explore current myths surrounding gamification in corporate learning.

To view the full recording, visit http://www.axonify.com/gamificationwebinar

Published in: Education, Technology
  • Be the first to comment

Demystifying Gamification in Learning

  1. 1. Demystifying Gamification in Corporate Learning October 31, 2013
  2. 2. Some Housekeeping Details The event is being recorded Use the Q&A window We will be utilizing the polling function Follow the conversation on Twitter: #gamifiedlearning 2 Axonify Confidential
  3. 3. Agenda & Speakers Karl Kapp Author & Professor of Instructional Technology Bloomsburg University • Some Myths in History • Fact or Myth Game • Gamification in Action Carol Leaman CEO Axonify • Q&A
  4. 4. Introducing Karl Kapp
  5. 5. It was once thought that the world was flat…
  6. 6. We have learned that the world is round…
  7. 7. Leaches heal disease…
  8. 8. Today we cure common diseases by examining bacteria and viruses
  9. 9. 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 November 16, 2006
  10. 10. 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, 2011 Palm was done.
  11. 11. Time to Play
  12. 12. Poll #1 Gamification and games are the same thing. A. Fact B. Myth
  13. 13. Poll #1 Gamification and games are the same thing. A. Fact B. Myth
  14. 14. What is this “game” stuff? The use of gaming elements integrated into a training program aligned with corporate goals to promote change in behavior. Gamification The use of a game to teach knowledge, skills & abilities to learners using a self-contained space. Game-based Learning A realistic, controlled-risk environment where learners can practice specific behaviors & experience impacts of their decisions. Simulation Learning
  15. 15. Gamification Gamification is using gamebased mechanics, aesthetics and game thinking to engage people, motivate action, promote learning and solve problems.
  16. 16. Gamification is to Learning as a Piece is to a Puzzle
  17. 17. Gamification is to Learning as a Steering Wheel is to a Car
  18. 18. Gamification is to Learning as a Slice is to Pie
  19. 19. Gamification uses elements of games, but is not a game in-and-of itself. Source: Ambient Insight 2012
  20. 20. Gamification Elements that Aid Learning 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Story Challenge Mystery Characters/Avatar Challenge Levels Feedback Replayability Freedom to Fail Asethetics Time Reward Structures
  21. 21. Poll #2 Gamification of learning alienates older generations. A. Fact B. Myth
  22. 22. Poll #2 Gamification of learning alienates older generations. A. Fact B. Myth
  23. 23. Game elements appeal to all ages & people.
  24. 24. 39% of all gamers are over 50.
  25. 25. Female & 46+ The average social gamer in the US. Source: http://www.socialgamesobserver.com/average-social-gamer-worldmetricsmonk-16245
  26. 26. Women over 40 is the fastest growing gamer population.
  27. 27. Poll #3 Instructional games don’t need to be entertaining to be educational. A. Fact B. Myth
  28. 28. Poll #3 Instructional games don’t need to be entertaining to be educational. A. Fact B. Myth
  29. 29. Simulation/games do not have to be entertaining to be educational. Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computerbased simulation games. Personnel Psychology .
  30. 30. Impact Retention Type of Knowledge Retention Procedural Declarative % Higher 9% 14% 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.”
  31. 31. Impact It wasn’t the game, it was level of activity in the game. Retention Type of Knowledge Retention Procedural Declarative % Higher 9% 14% 11% In other words, the engagement of the learner in the game leads to learning. 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.”
  32. 32. Poll #4 Gamification is not “serious”. A. Fact B. Myth
  33. 33. Poll #4 Gamification is not “serious”. A. Fact B. Myth
  34. 34. Gamification can have significant bottom-line results.
  35. 35. At Pep Boys • 19,000 employees, 700 stores, 7,000 service bays • In arcade-style games, associates answer quick, targeted questions related to risk, loss prevention, safety and operational policies and procedures
  36. 36. Pep Boys
  37. 37. Pep Boys
  38. 38. A Competitive, Social Learning Experience
  39. 39. Results
  40. 40. Bottom-Line Results at Pep Boys LOSS PREVENTION HEALTH & SAFETY
  41. 41. Poll #5 Gamification is just a fad. A. Fact B. Myth
  42. 42. Poll #5 Gamification is just a fad. A. Fact B. Myth
  43. 43. Gamification is here to stay! Gartner predicts by 2015, 40 percent of Global 1000 organizations will use gamification as the primary mechanism to transform business operations.
  44. 44. Gamification is here to stay! Gartner predicts by 2015, 40 percent of Global 1000 organizations will use gamification as the primary mechanism to transform business operations. The overall market for gamification tools, services & applications is projected to be $5.5 billion by 2018 (M2 Research).
  45. 45. Gamification is here to stay! Gartner predicts by 2015, 40 percent of Global 1000 organizations will use gamification as the primary mechanism to transform business operations. The overall market for gamification tools, services & applications is projected to be $5.5 billion by 2018 (M2 Research). According to new research from Gabe Zichermann, founder and chief executive at Dopamine Inc., employers who implement gamification techniques internally can increase productivity of their employees by 40%.
  46. 46. Poll #6 Adding points, badges and leaderboards to any training makes it awesome! A. Fact B. Myth
  47. 47. Poll #6 Adding points, badges and leaderboards to any training makes it awesome! A. Fact B. Myth
  48. 48. There is science behind it.
  49. 49. Two Powerful Instructional Phenomenon Retrieval Practices (Questioning Format) Spaced Repetition (Interval Reinforcement) Larsen DP, Butler AC, Roediger HL 3rd. Repeated testing improves long-term retention relative to repeated study: a randomized controlled trial. Med Educ 43: 1174–1181, 2009. 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.
  50. 50. 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
  51. 51. 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. Working Indian men (aged 35—55 years) with impaired glucose tolerance were randomly assigned to either a mobile phone messaging intervention or standard care. 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
  52. 52. “Use stairs instead of an elevator” “Avoid snacks while watching TV; you may overeat. “ 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
  53. 53. Lowered risk of developing Type 2 diabetes by 36%. 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
  54. 54. What can you do? Intelligently add game elements to instruction. Use points, rewards and badges to convey meaning…not simply completion. Use feedback to inform learners of errors in thinking and to focus them on the task they are learning.
  55. 55. Poll #7 Adding Gamification to learning requires a large amount of resources to implement. A. Fact B. Myth
  56. 56. Poll #7 Adding Gamification to learning requires a large amount of resources to implement. A. Fact B. Myth
  57. 57. Type of Game Play (Customer Development) Type of Knowledge Taught Level of Interactivity Low Medium High Exploration/Simulation Engine/Free Play Area $25,000$35,000 $35,000$50,000 $50,000$300,000 Problem-Solving Branching story, On-Line Board Games $10,000$15,000 $15,000$30,000 $30,000$50,000 Conceptual Knowledge/ Rules Matching, Trivia Games, Drag and Drop Games $1,500$3,000 $3,000$5,000 $5,000$20,000 Declarative Knowledge/ Fact/Jargon
  58. 58. Gamification Elements that Aid Learning 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. Story Challenge Mystery Characters/Avatar Challenge Levels Feedback Replayability Freedom to Fail Asethetics Time Reward Structures
  59. 59. Focus on… 1. 2. 3. 4. Challenge Time Feedback Reward Structures
  60. 60. Carol Leaman CEO Axonify
  61. 61. Organizations Leading the Way
  62. 62. 86% find the gaming approach to learning highly effective. Source: 2013 Axonify user survey
  63. 63. 78% say that it brings them back frequently to participate. Source: 2013 Axonify user survey
  64. 64. 84% like competing with their peers. Source: 2013 Axonify user survey
  65. 65. Thank You Q&A

×