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How to Elevate Your 
Learning:
What is Gamification? 
Is there any Science Behind It?
By Karl M. Kapp
Bloomsburg University
Gamification of Learning &Instruction 
EMAIL: kkapp@bloomu.edu
TWITTER: @kkapp
BLOG: http://karlkapp.com/kapp‐notes/
Covert Takeaway Challenge
Notes
Slides
Additional Ideas
www.karlkapp.com/kapp-notes
Brief history of…

The World
You know, we could make human growth 
hormone; all we have to do is isolate the 
gene.
‐‐ Herbert W. Boyer, Ph.D., Co‐Founder of Genentech
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
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.
ENIAC's main control panel
4

2
3
What variables do I
balance to keep my
person happy?

How should I
manage my time?
What leadership
strategy should I
use?
Not another 
online 
lecture.
Sorry, had you 
on mute, could 
you repeat the 
question.
I am going to 
need more 
coffee.
“Study of 2,300 people found only 
6% of organizations are successful 
in influencing behavior change.”
‐‐Al Switzler
New
Instructional
Approaches
are Needed
Gamification
Gamification
Lots of Hype
Gartner Group predicts by 2015,  40 percent 
of Global 1000 organizations will use 
gamification as the primary mechanism to 
transform business operations.
Gartner Group predicts that by 2014, 80 
percent of current gamified applications 
will fail to meet business objectives, 
primarily due to poor design.
Let’s Play

Fact or Fishy…
Rules
• A statement is presented
– If “true” indicate: FactX
– If “false” indicate: FishyX

• Text Response:

Standard Texting Fees 
Apply! But you have 
UNLIMITED TEXTING

Take out 
your text‐
machines
How To Vote via Texting

FACT01
FACT02
FISHY01

TIPS

1. Polleverywhere has no access to your phone number
2. Capitalization doesn’t matter, but spaces and spelling do

FACT01
Room is Divided in Half

teama

teamb
“Games” and “Gamification”
are the same thing.

Is that Fact

or Fishy?
What is this “game” stuff?
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.

Simulation
Learning is a
realistic, controlledrisk environment
where learners can
practice specific
behaviors and
experience the
impacts of their
decisions.
What is this “game” stuff?
• 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?

Gamification + Simulation = Learning Game
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
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 
Elements of
Games
1. Reward Structures
2. Feedback
3. Story
4. Challenge
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.
20% increase in profile completion.
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.
The value, or size, of an anticipated reward influences 
the motivational signal sent to the brain only within 
the contexts of the reward system.

Howard-Jones. P.A., & Demetriou, S. (2008, September 11). Uncertainty and engagement with learning games.
Instructional Science, 37, 519-536.
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.
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.
What can you do?

Intelligently add game elements to
instruction. Use points, rewards
and badges to convey
meaning…not simply completion.
Feedback
Provide specific comments  
about errors and suggestions 
for improvement. 

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.
Games like The Sims provide feedback on 
many dimensions which provide 
opportunities to consider tradeoffs and 
higher level cognitive thinking. 
Leaderboards provide 
opportunities for players to 
receive feedback about their 
performance as compared to 
others. 

Comparative and 
relative feedback
What can you do?

Use feedback to inform learners of
errors in thinking and to focus them
on the task they are learning.
Learners remember clinical 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 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. 
Story Elements
1. Characters
2. Plot (something has to happen).
3. Tension
4. Resolution
5. Conclusion
NikePlus Stats for Karl
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 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
Re-design the Instruction to
Start with a Challenge
Sales Training
• Course Objectives
– Adhere to the proper policy for providing
information to physicians
– Understand what is permissible to share with
the doctor and what is not
– Identify off-label sales practices
It is your first day on the job as a sales
representative and you have just
witnessed a rival sales representative
providing off-label information to a
physician you are going to see in five
minutes.
What is the first thing you should do?
What can you do?

Give your learners the “Koboshyi
Maru” equivalent.
“Koboshyi Maru” is a no win,
difficult situation designed to
teach “thinking.”
Putting it All Together
ExactTarget is a global marketing organization focused 
on digital marketing tools – email, mobile, and web 
and was recently purchased by Salesforce.com. 
ExactTarget is a leading cloud marketing platform 
used by more than 6,000 companies including Coca‐
Cola, Gap and Nike.
Introducing a new product, MobileConnect and 
wanted to bring the sales force up‐to‐speed on the 
features and functionality of the product.
VENDOR
http://www.theknowledgeguru.com/
Player Results
“I can’t tell you how many people are coming to me wanting another 
game solution.” 
“The repetition of the different paths helped me retain the information.”
“I’m a pretty competitive person so challenging myself to get one of the 
top scores added a layer of fun to learning about the MobileConnect 
product.”
“The game was a fun way to learn about MobileConnect. I enjoyed the 
scenario‐type questions, which put it all into context.”
Business Results
Average contract value 2x higher than for previous mobile product.
First call resolution ($35 a call/average) is up 45%.
Of all the launches done in the previous two years prior to 
MobileConnect, the sales team built the quickest pipeline for this 
product.
Business Results
Average contract value 2x higher than for previous mobile product.
First call resolution ($35 a call/average) is up 45%.
Of all the launches done in the previous two years prior to 
MobileConnect, the sales team built the quickest pipeline for this 
product.
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.
Retention benefits between 
35% and 61% with 41% 
average.

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
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
“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
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
Covert Takeaway Challenge
Covert Takeaways

Once upon a time, there was a well 
known doctor, Gee Ames. Dr. G. 
Ames always told engaging stories 
to her patients to encourage the 
behavior of maintaining their 
treatment plan because learning 
needs to be engaging to change 
behavior. It was highly effective
and her patients were among the 
most compliant in the hospital.
She was also a teaching doctor and 
taught interns. She was widely 
regarded as the best instructor 
within the hospital but she did not 
always tell her interns the answer 
to questions because she knows 
that is ok for a learner to struggle. 
She also really liked games. She played 
Halo all the time. So she knew what made 
games motivating.  One day her 
colleagues wanted to create gamification 
for examining X‐Rays. 
They simply gave points for correctly 
reading an X‐Ray.  Created a leaderboard 
and handed out badges. 
The wise doctor, Gee Ames,  informed her 
colleagues that simply adding points, 
badges and leaderboards does not make 
learning effective. You need context, 
feedback and challenge she chastised.
Her wisdom prevailed and an 
effective gamification solution was 
put into place. As a result, she was 
able to rise to the position of chief 
medical officer in a large 
healthcare organization.  
Today, she helps thousands of 
people through intelligent 
gamification—so can you. 
Copy of Slides and Notes available at
www.karlkapp.com

Contact Karl at:
karlkapp@gmail.com

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