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5 Tips

For
turning

Gamification
Theory
By:
Karl M. Kapp, Ed.D.
Author, Professor‐Instructional Technology
Bloomsburg Uni...
Agenda

1
Determine if
Gamification
is the right solution?

5

2

Workout the Details
First

Pilot/Monitor
Adjust

3
Paper...
1. Is Gamification Right
for Your Organization?
Reasons Not to Do Gamification

It’s cool

Easy to
Design

Everyone
is doing it!

All Employees
loves games

Effortless
Le...
Reasons to Do Gamification
Engagement

Learning
Goals

Retention

Results

Corporate
Goals
Questions to Ponder
1.What are the top 3 reasons driving
this gamification effort?
2. Does an alternative exist?
Why was t...
Fit Gamification into a larger

Curriculum

Training Manuals

E-learning

Classroom
instruction
Example
What can you do?

Clearly articulate why the gamification
effort is being undertaken.

Identify it’s role in the curriculu...
2.2. Paper Prototype
Workout the Details
First
When are you going to tell 
legal about this?
What if someone cheats?

What if someone wants to 
opt out?
Need Identification 
Need
Reduce time 
on calls with 
customers.

Skills/Knowledge/ What Needs  What Evidence 
Attitude
to...
Player Identification 
Where are they  On What Devices 
What 
Going to Learn? are they Going 
Technology is 
Who are the L...
Winning/Losing/Learning
What is the 
Winning 
Condition? 
Collecting all ten 
badges.

How Many Chances 
What is the 
Does...
What can you do?

Design the experience and consider
all the elements that need to work
together.
3.
2. Paper Prototype
Paper Prototype Your Gamification 
Effort first:
• Business Objective
• Learning Objective
• Challenge
• Feedback
• Charac...
Game Design
• What path do the learners 
take through gamification?
• How do learners make 
progress?
• How do you know th...
What can you do?

Work it out on paper first.
4. LookPaper Prototype
2. at Various Vendors/
Platforms
VENDOR
http://www.axonify.com/
VENDOR
http://leveleleven.com/
Desired Behaviors  (2 Week Pilot)
1) Move the stage of Opportunities to anything but “Nurture” 
(even Closed Lost—50 point...
VENDOR
http://www.theknowledgeguru.com/
VENDOR
http://www.bunchball.com/
Participants earn RPMs (points) and Gear Up (level up), work toward 
individual goals, earn badges that are visible in a t...
VENDOR
http://www.badgeville.com
Kaplan University leveraged The Behavior Platform by Badgeville to power a 
gamification program to influence key learning...
VENDOR
http://www.mindtickle
SAP regularly hires new employees from colleges ‐ as a key part of its talent 
acquisition strategy. SAP was looking for a...
VENDOR
http://onpointdigital.com
Mobile gamification solution. 
VENDOR
http://www.gameonlearning.com
Teaches Negation Skills in an 8 hour online game. Immersive, engaging. 
Game On! Learning is partnered with KnowledgeAdvis...
VENDOR
http://openbadges.org
VENDOR
http://captianup.com
What can you do?

Understand there are different types
of vendors, have an idea of what you
are seeking before you randoml...
5.2. Paper Prototype
Pilot/Monitor/Adjust
This isn’t 
working?
Start small and then grow, 
unanticipated issues are guaranteed.
Monitor progress and adjust as needed.
Summary

1
Determine if
Gamification
is the right solution?

5

2

Workout the Details
First

Pilot/Monitor
Adjust

3
Pape...
Go ahead…jump in!
Tell 3 people 3 different 
things you learned from 
this presentation!
Google “Kapp Notes”
http://karlkapp.com/kapp‐notes/

2012 New Book:
“The Gamification of Learning and Instruction”
July 20...
Resources

www.karlkapp.com/kapp-notes

Karl M. Kapp
Twitter: @kkapp
Email: kkapp@bloomu.edu
BLOG: http://karlkapp.com/kap...
Five Tips for Turning Gamification Theory into Practice
Five Tips for Turning Gamification Theory into Practice
Five Tips for Turning Gamification Theory into Practice
Five Tips for Turning Gamification Theory into Practice
Five Tips for Turning Gamification Theory into Practice
Five Tips for Turning Gamification Theory into Practice
Five Tips for Turning Gamification Theory into Practice
Five Tips for Turning Gamification Theory into Practice
Five Tips for Turning Gamification Theory into Practice
Five Tips for Turning Gamification Theory into Practice
Five Tips for Turning Gamification Theory into Practice
Five Tips for Turning Gamification Theory into Practice
Five Tips for Turning Gamification Theory into Practice
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Five Tips for Turning Gamification Theory into Practice

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Slides from ASTD presentation. The slides are based in my brand new book "The Gamification of Learning and Instruction: Fieldbook--Theory into Practice." Here are five things you need to think about when implementing gamification with your organization from a learning perspective.

Published in: Education, Business, Technology

Five Tips for Turning Gamification Theory into Practice

  1. 1. 5 Tips For turning Gamification Theory By: Karl M. Kapp, Ed.D. Author, Professor‐Instructional Technology Bloomsburg University Twitter: @kkapp December 3, 2013 Into Practice
  2. 2. Agenda 1 Determine if Gamification is the right solution? 5 2 Workout the Details First Pilot/Monitor Adjust 3 Paper Prototype 4 Look at Various Vendor/ Platforms
  3. 3. 1. Is Gamification Right for Your Organization?
  4. 4. Reasons Not to Do Gamification It’s cool Easy to Design Everyone is doing it! All Employees loves games Effortless Learning
  5. 5. Reasons to Do Gamification Engagement Learning Goals Retention Results Corporate Goals
  6. 6. Questions to Ponder 1.What are the top 3 reasons driving this gamification effort? 2. Does an alternative exist? Why was the alternative not chosen? 3. Is emphasis too much on fun? 4. Can design overcome disengagement? 5. Are you tied to learning objective/ business objective.
  7. 7. Fit Gamification into a larger Curriculum Training Manuals E-learning Classroom instruction
  8. 8. Example
  9. 9. What can you do? Clearly articulate why the gamification effort is being undertaken. Identify it’s role in the curriculum
  10. 10. 2.2. Paper Prototype Workout the Details First
  11. 11. When are you going to tell  legal about this? What if someone cheats? What if someone wants to  opt out?
  12. 12. Need Identification  Need Reduce time  on calls with  customers. Skills/Knowledge/ What Needs  What Evidence  Attitude to be Learned  will Indicate Gap  Gap to Overcome  is Overcome? the Gap? Product knowledge Features of  the new  Smartphone. Correctly identify  and describe the  features of the  new Smartphone. 
  13. 13. Player Identification  Where are they  On What Devices  What  Going to Learn? are they Going  Technology is  Who are the Learners?  to Learn?  Needed for  What are Their  Them to Learn?  Characteristics? Pharmaceutical sales  representatives.  Approximately 10%  play games on a regular  basis. Busy, motivated.   In between sales  iPads just issued  Need WiFi calls, while  to the field 3  connection,  waiting to meet  months ago. ability to upload  with physicians.  content  overnight.
  14. 14. Winning/Losing/Learning What is the  Winning  Condition?  Collecting all ten  badges. How Many Chances  What is the  Does Learning  Does the Learning  Losing Condition?   Occur if the  Receive?  Learner Loses?   The learners will  have three months  to complete all the  learning to collect  the badges. Collecting less  than 3 badges  requires  supervisor  remediation. If learner does not  complete the  necessary badges,  the learning will  be incomplete  and they will be  required to  receive  alternative  instruction. 
  15. 15. What can you do? Design the experience and consider all the elements that need to work together.
  16. 16. 3. 2. Paper Prototype
  17. 17. Paper Prototype Your Gamification  Effort first: • Business Objective • Learning Objective • Challenge • Feedback • Characters  • Activities • Leaderboards • Rewards
  18. 18. Game Design • What path do the learners  take through gamification? • How do learners make  progress? • How do you know the  learners have learned?
  19. 19. What can you do? Work it out on paper first.
  20. 20. 4. LookPaper Prototype 2. at Various Vendors/ Platforms
  21. 21. VENDOR http://www.axonify.com/
  22. 22. VENDOR http://leveleleven.com/
  23. 23. Desired Behaviors  (2 Week Pilot) 1) Move the stage of Opportunities to anything but “Nurture”  (even Closed Lost—50 points) 2) Update the close date to 9/1/2012 or greater—50 points 3) Log Prospect phone calls –25 points 4) Log Prospect meetings—75 points
  24. 24. VENDOR http://www.theknowledgeguru.com/
  25. 25. VENDOR http://www.bunchball.com/
  26. 26. Participants earn RPMs (points) and Gear Up (level up), work toward  individual goals, earn badges that are visible in a trophy case, compete with  their peers on leaderboards, work together to accomplish team goals,  compete against other dealerships, and receive real‐time feedback as they  engage in desired behavior.
  27. 27. VENDOR http://www.badgeville.com
  28. 28. Kaplan University leveraged The Behavior Platform by Badgeville to power a  gamification program to influence key learning behaviors. Game Mechanics  kept students coming back, Reputation Mechanics motivated individuals to  choose to complete more challenging content, while Social Mechanics  promoted peer and faculty interaction
  29. 29. VENDOR http://www.mindtickle
  30. 30. SAP regularly hires new employees from colleges ‐ as a key part of its talent  acquisition strategy. SAP was looking for an online solution to engage these pre‐ joiners between the day of offer and joining, and to excite them about SAP as a  prospective employer. 75% increase in awareness about company and products.  70% savings in senior management coaching time. 60% reduction in  administration and logistics cost
  31. 31. VENDOR http://onpointdigital.com
  32. 32. Mobile gamification solution. 
  33. 33. VENDOR http://www.gameonlearning.com
  34. 34. Teaches Negation Skills in an 8 hour online game. Immersive, engaging.  Game On! Learning is partnered with KnowledgeAdvisors® and clients to  research the learning impact of serious learning games versus traditional  classroom and elearning counterparts. The preliminary resultsindicate that well‐designed learning games are more effective in anchoring  knowledge, building skills, and applying the learning outcomes to produce  improved performance on the job.
  35. 35. VENDOR http://openbadges.org
  36. 36. VENDOR http://captianup.com
  37. 37. What can you do? Understand there are different types of vendors, have an idea of what you are seeking before you randomly search “gamification” vendors.
  38. 38. 5.2. Paper Prototype Pilot/Monitor/Adjust
  39. 39. This isn’t  working?
  40. 40. Start small and then grow,  unanticipated issues are guaranteed.
  41. 41. Monitor progress and adjust as needed.
  42. 42. Summary 1 Determine if Gamification is the right solution? 5 2 Workout the Details First Pilot/Monitor Adjust 3 Paper Prototype 4 Look at Various Vendor/ Platforms
  43. 43. Go ahead…jump in!
  44. 44. Tell 3 people 3 different  things you learned from  this presentation!
  45. 45. Google “Kapp Notes” http://karlkapp.com/kapp‐notes/ 2012 New Book: “The Gamification of Learning and Instruction” July 2011 T&D Article Matching the Right Instruction to the Right Content September 2011 Training Quarterly Article Improving Training: Thinking Like a Game Developer
  46. 46. Resources www.karlkapp.com/kapp-notes Karl M. Kapp Twitter: @kkapp Email: kkapp@bloomu.edu BLOG: http://karlkapp.com/kapp‐notes/

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