Demystifying Gamification
in Corporate Learning
October 31, 2013
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
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
Introducing Karl Kapp
It was once
thought that the
world was flat…
We have
learned that
the world is
round…
Leaches heal
disease…
Today we cure
common diseases by
examining bacteria
and viruses
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
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.
Time to Play
Poll #1

Gamification and games are the same thing.

A. Fact
B. Myth
Poll #1

Gamification and games are the same thing.

A. Fact
B. Myth
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
Gamification
Gamification is using gamebased mechanics, aesthetics
and game thinking to engage
people, motivate action,
promote learning and solve
problems.
Gamification is to
Learning as a

Piece is to
a Puzzle
Gamification is to
Learning as a

Steering Wheel
is to a Car
Gamification is to
Learning as a

Slice is to Pie
Gamification uses
elements of games,
but is not a game
in-and-of itself.

Source: Ambient Insight 2012
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
Poll #2

Gamification of learning alienates older
generations.
A. Fact

B. Myth
Poll #2

Gamification of learning alienates older
generations.
A. Fact

B. Myth
Game elements
appeal to all ages
& people.
39%
of all gamers
are over 50.
Female & 46+
The average social gamer
in the US.

Source: http://www.socialgamesobserver.com/average-social-gamer-worldmetricsmonk-16245
Women
over 40 is the
fastest growing
gamer population.
Poll #3

Instructional games don’t need to be
entertaining to be educational.
A. Fact

B. Myth
Poll #3

Instructional games don’t need to be
entertaining to be educational.
A. Fact

B. Myth
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 .
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.”
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.”
Poll #4

Gamification is not “serious”.

A. Fact
B. Myth
Poll #4

Gamification is not “serious”.

A. Fact
B. Myth
Gamification can
have significant
bottom-line results.
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
Pep Boys
Pep Boys
A Competitive, Social Learning Experience
Results
Bottom-Line Results at Pep Boys

LOSS PREVENTION

HEALTH & SAFETY
Poll #5

Gamification is just a fad.

A. Fact
B. Myth
Poll #5

Gamification is just a fad.

A. Fact
B. Myth
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.
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).
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%.
Poll #6

Adding points, badges and leaderboards to
any training makes it awesome!
A. Fact

B. Myth
Poll #6

Adding points, badges and leaderboards to
any training makes it awesome!
A. Fact

B. Myth
There is
science
behind it.
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.
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
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
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.
Poll #7

Adding Gamification to learning requires a
large amount of resources to implement.

A. Fact
B. Myth
Poll #7

Adding Gamification to learning requires a
large amount of resources to implement.

A. Fact
B. Myth
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
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
Focus on…

1.
2.
3.
4.

Challenge
Time
Feedback
Reward Structures
Carol Leaman
CEO
Axonify
Organizations Leading the Way
86%
find the gaming
approach to learning
highly effective.

Source: 2013 Axonify user survey
78%
say that it brings
them back
frequently to
participate.

Source: 2013 Axonify user survey
84%
like competing
with their peers.

Source: 2013 Axonify user survey
Thank You
Q&A

Demystifying Gamification in Learning

  • 1.
    Demystifying Gamification in CorporateLearning October 31, 2013
  • 2.
    Some Housekeeping Details Theevent 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.
    Agenda & Speakers KarlKapp 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.
  • 5.
    It was once thoughtthat the world was flat…
  • 6.
    We have learned that theworld is round…
  • 7.
  • 8.
    Today we cure commondiseases by examining bacteria and viruses
  • 9.
    We’ve learned andstruggled 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.
    This is ourbest 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.
  • 12.
    Poll #1 Gamification andgames are the same thing. A. Fact B. Myth
  • 13.
    Poll #1 Gamification andgames are the same thing. A. Fact B. Myth
  • 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.
    Gamification Gamification is usinggamebased mechanics, aesthetics and game thinking to engage people, motivate action, promote learning and solve problems.
  • 16.
    Gamification is to Learningas a Piece is to a Puzzle
  • 17.
    Gamification is to Learningas a Steering Wheel is to a Car
  • 18.
    Gamification is to Learningas a Slice is to Pie
  • 19.
    Gamification uses elements ofgames, but is not a game in-and-of itself. Source: Ambient Insight 2012
  • 20.
    Gamification Elements thatAid 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.
    Poll #2 Gamification oflearning alienates older generations. A. Fact B. Myth
  • 22.
    Poll #2 Gamification oflearning alienates older generations. A. Fact B. Myth
  • 23.
    Game elements appeal toall ages & people.
  • 24.
  • 25.
    Female & 46+ Theaverage social gamer in the US. Source: http://www.socialgamesobserver.com/average-social-gamer-worldmetricsmonk-16245
  • 26.
    Women over 40 isthe fastest growing gamer population.
  • 27.
    Poll #3 Instructional gamesdon’t need to be entertaining to be educational. A. Fact B. Myth
  • 28.
    Poll #3 Instructional gamesdon’t need to be entertaining to be educational. A. Fact B. Myth
  • 29.
    Simulation/games do nothave to be entertaining to be educational. Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computerbased simulation games. Personnel Psychology .
  • 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.
    Impact It wasn’t thegame, 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.
    Poll #4 Gamification isnot “serious”. A. Fact B. Myth
  • 33.
    Poll #4 Gamification isnot “serious”. A. Fact B. Myth
  • 34.
  • 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.
  • 37.
  • 38.
    A Competitive, SocialLearning Experience
  • 39.
  • 40.
    Bottom-Line Results atPep Boys LOSS PREVENTION HEALTH & SAFETY
  • 41.
    Poll #5 Gamification isjust a fad. A. Fact B. Myth
  • 42.
    Poll #5 Gamification isjust a fad. A. Fact B. Myth
  • 43.
    Gamification is hereto stay! Gartner predicts by 2015, 40 percent of Global 1000 organizations will use gamification as the primary mechanism to transform business operations.
  • 44.
    Gamification is hereto 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.
    Gamification is hereto 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.
    Poll #6 Adding points,badges and leaderboards to any training makes it awesome! A. Fact B. Myth
  • 47.
    Poll #6 Adding points,badges and leaderboards to any training makes it awesome! A. Fact B. Myth
  • 48.
  • 49.
    Two Powerful InstructionalPhenomenon 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.
    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.
    A study usinga 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.
    “Use stairs insteadof 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.
    Lowered risk ofdeveloping 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.
    What can youdo? 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.
    Poll #7 Adding Gamificationto learning requires a large amount of resources to implement. A. Fact B. Myth
  • 56.
    Poll #7 Adding Gamificationto learning requires a large amount of resources to implement. A. Fact B. Myth
  • 57.
    Type of Game Play (Customer Development) Typeof 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.
    Gamification Elements thatAid 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.
  • 60.
  • 61.
  • 72.
    86% find the gaming approachto learning highly effective. Source: 2013 Axonify user survey
  • 73.
    78% say that itbrings them back frequently to participate. Source: 2013 Axonify user survey
  • 74.
    84% like competing with theirpeers. Source: 2013 Axonify user survey
  • 75.

Editor's Notes

  • #63 Start with choice on what game you’d like to play.
  • #64 Start with choice on what game you’d like to play.
  • #65 Challenge
  • #66 Additional challenge
  • #67 Instant feedback and points
  • #68 Reward - choices
  • #69 Reward - choices
  • #70 Competition and ranking – group recognition.
  • #71 Analytics
  • #73 QuestionTotal Agree/Strongly AgreeTotal ResponsesOverall PercentageI like the ranking system and competing with my peers for top score30135983.8%The gaming approach to learning kept me coming back frequently to participate27835877.7%The gaming approach to learning was effective26931485.7%