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Gamification of College Course Content: 
Examples and Best Practices

By Karl M. Kapp
Bloomsburg University
Gamification of Learning &Instruction
February 28, 2014
EMAIL: kkapp@bloomu.edu
TWITTER: @kkapp
BLOG: http://karlkapp.com/kapp‐notes/
Agenda

1
What is
Gamification?

5

2
Are Games
Effective for Learning?

3

Should I Embed Games
Into My Courses?

4

Why Play in Groups and
Multiple Times?
Use game-based mechanics,
aesthetics and game thinking to
engage people, motivate action,
promote learning, and solve
problems.

Gamification
Instruction with serious
games yields higher learning 
gains than conventional 
instruction.
Percentages of Impact Over
Traditional Training
Type of
% Higher
Knowledge
17% Higher than
/Retention
Lectures
Declarative
11%
Procedural
14%
5% Higher than
Retention
9%
Discussion
Sitzmann, T. (2011) A meta-analytic examination of the instructional
effectiveness of computer-based simulation games. Personnel
Psychology .Review of 65 studies
Fact
Type of
% Higher
Knowledge
/Retention
Declarative
11%
Procedural
14%
Retention
9%
Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based
simulation games. Personnel Psychology .Review of 65 studies
Wouters, P., van Nimwegen, C., van Oostendorp, H., & vam der S[el. E.D. (2013), February 4). A Meta-Analysis of the
Cognitive and Motivational Effects of Serious Games. Journal of Educational Psychology. Advanced online publication.
Doi: 10.1037/a0031311 39 Studies. Review of 39 studies 54% conducted in the last year.
Percentages of Impact
It wasn’t the game, it was
Type of
level of activity in the game.

% Higher

Knowledge
/Retention
Declarative
11%
In other words, the
Procedural engagement of the learner in
14%
the game leads to learning.
Retention
9%

Sitzmann, T. (2011) A meta-analytic examination of the instructional
effectiveness of computer-based simulation games. Personnel
Psychology .Review of 65 studies
Games are more effective 
than traditional instruction 
when multiple sessions are 
involved.
Conventional instruction  for a one‐off is better vs. one game session

Multiple game sessions better than
multiple conventional sessions

Wouters, P., van Nimwegen, C., van Oostendorp, H., &  vam der S[el. E.D. (2013), February 4). 
A Meta‐Analysis of the Cognitive and Motivational Effects of Serious Games.  Journal of Educational Psychology. 
Advanced online publication. Doi: 10.1037/a0031311 39 Studies. 
Games are more effective 
than traditional instruction 
when players work in groups.
With serious games, both learners playing 
individually and those playing in a group learn 
more than the comparison group, but learners 
who play serious games in a group learn more.

Wouters, P., van Nimwegen, C., van Oostendorp, H., &  vam der S[el. 
E.D. (2013), February 4).  A Meta‐Analysis of the Cognitive and 
Motivational Effects of Serious Games.  Journal of Educational 
Psychology.  Advanced online publication. Doi: 10.1037/a0031311
39 Studies. 
Games Must be Embedded 
into the Curriculum to be 
Effective for Learning.
Example.
Examples
Business: Proposal Writing
Learning to Write a Proposal
• Form students into companies (teams)
• Provide Request for Proposal
• Students develop:
– 40 page proposal
– Working Prototype
– Sales Presentation
Science:

Heat Flow and Thermal Conductivity
Preliminary Survival Master Results
Task

Mean
Rating
Before

Mean
Rating
After

Difference
AfterBefore

Calculate volume of 3-D shape

2.83

4.00

1.17

Calculate surface area of 3-D shape

2.33

3.83

1.50

Understand concept of conductivity and
Group
heat flow
Mean
Game
Std.
Understand relationship between Deviation
N
conductivity & heat flow.

Group Results by
Assessment
3.82
Pre 1.50
Post
Final
.378
.447
.5136
5
.167

.168

1.17
140 125

.169

2.32

3.17

2.00

100

Apply heat flow formula

1.00

3.33

2.33

Understand difference between dead and
live load

1.50

3.33

1.83
Teaching Algebra
Dragon Box 2

Students who played at least 1.5 hours,
92.9% achieved mastery. Of those students
who played at least 1 hour, 83.8% achieved
mastery. Of those students who played at
least 45 minutes, 73.4% achieved mastery.

http://www.forbes.com/sites/jordanshapiro/2013/07/01/it‐only‐takes‐about‐42‐minutes‐to‐learn‐algebra‐with‐video‐games/
Grammar
Grading Game

http://www.gradinggame.com/
Literature
Political Science: Elections
Political Science: Geopolitical
Working with People: Decision
Making
Working with People: Ethics
Resources
•

Survival Master; Heatflow and Conductivity
– http://gaming2learn.org/survival_master/ft2014/

•

DragonBox Algebra Game
– http://www.dragonboxapp.com/

•

The Grading Game
– http://www.gradinggame.com/

•

Win the Whitehouse
– http://www.gamesforchange.org/play/win-the-white-house/

•

eLECTIONS: Your Adventure in Politics
– http://www.ciconline.org/Resource/elections-your-adventure-in-politics

•

Quandry Game
– http://www.quandarygame.org/play

•

Research Ethics
– http://ori.hhs.gov/TheLab/TheLab.shtml

•

Lord of the Flies Game
– http://www.nobelprize.org/educational/literature/golding/index.html

•

English as a Second Language
– http://traceeffects.state.gov/
Finding Educational
Games
Resources
•

List of Games and Simulations
– http://www.clarkchart.com/

•

Political Science Related Games
– https://www.icivics.org/

•

Science and Medical Related Games
– http://edheads.org/
– http://www.nobelprize.org/educational/

•

Games with an Agenda
– http://www.gamesforchange.org/

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Games and Gamification of College Course Content: Examples and Best Practices