Instructional
                  Gaming

By:
Karl M. Kapp, Ed.D.
Author, Professor-Instructional Technology
Bloomsburg University
Twitter: @kkapp
Agenda
      1                                           2
                                            What is gamification?
How did we get to this point?
Why are we here?


                                                 4
         3                      How do games impact learning, are they
                                effective tools for transferring knowledge?


Are games instructional/educational?
Text Chat Question




What topics do you primarily teach?
Digital divisions. Report by the Pew /Internet: Pew Internet & American Life.
US Department of Commerce
13 hours
                                                  of console
                                                   games a
                                                     week


Digital divisions. Report by the Pew /Internet: Pew Internet & American Life.
US Department of Commerce
13 hours
                                                     of console
                                                      games a
                                                        week
87% of 8- to 17-
    year olds
play video games
   Digital divisions. Report by the Pew /Internet: Pew Internet & American Life.
   US Department of Commerce



    at home.
10,000 of
Game play                                                13 hours
                                                         of console
                                                          games a
                                                            week
    87% of 8- to 17-
        year olds
    play video games
       Digital divisions. Report by the Pew /Internet: Pew Internet & American Life.
       US Department of Commerce



        at home.
Lazy
Lazy



       Rotting
        Brain
Lazy



 Anti-
 Social   Rotting
           Brain
Lazy
                    Wasting
                     Time

 Anti-
 Social   Rotting
           Brain
Problem
  Solvers




Got Game:
John Beck and
 Mitchell Wade (2004)
Problem
  Solvers               Confident




Got Game:
John Beck and
 Mitchell Wade (2004)
Problem
  Solvers               Confident




Social


Got Game:
John Beck and
 Mitchell Wade (2004)
Problem
  Solvers                           Confident




Social
                        Resilient
Got Game:
John Beck and
 Mitchell Wade (2004)
Problem
  Solvers                           Confident




Social                                Multi-
                        Resilient     tasking
Got Game:
John Beck and
 Mitchell Wade (2004)
Problem
  Solvers                           Confident




Social                                Multi-
                        Resilient     tasking
Got Game:
John Beck and
 Mitchell Wade (2004)
Almost 43% of the
gamers are female
and 26% of those
 females are over
       18.
Almost 43% of the
gamers are female
and 26% of those
 females are over
       18.




Females play 5 hours a week of
console games. They make up the
majority of PC gamers at 63%.
Percentages of Impact
                               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
Percentages of Impact
                               Type of         % Higher
                               Knowledge/
                               Retention
                               Declarative            11%
                                           It wasn’t the game, it was level
                               Procedural of activity in the game. The
                                                      14%
                                               instructional methods.
                               Retention               9%
Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness
of computer-based simulation games. Personnel Psychology .Review of 65 studies
Poll Question



Which builds more confidence for on
  the job application of learned
            knowledge?

                    Class room
                    instruction.


     Simulation
       Game.
Simulation
                                 Game.




Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness
of computer-based simulation games. Personnel Psychology .
20% higher.




Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness
of computer-based simulation games. Personnel Psychology .
What is
“Gamification”
Using game-based mechanics,
aesthetics and game thinking to
engage people, motivate action,
  promote learning, and solve
           problems.
Questions?
Games

1. Provide a Challenge
2. Tell a Story
3. Be a Strategy Guide
4. Appeal to All Player
   Types
5. Provide Feedback
6. Award Experience
   Points
7. Add Cooperation and
   Competition
#1 Provide a Challenge
Reach Oregon
Survive!
Can this group solve the challenge?
Do they know what tools to use?
Proposal Challenge
• Examine a problem
  – Evidence
  – Research
  – Observation
• Proposal a solution
  – Written
  – Presentation
Solution #2: Tell a Story

Bourne Conspiracy
  Video Game
Defense Intelligent
 Agency Training
America’s Army
Yep, People tend to remember
 Researchers have found that the             facts more accurately if they
human brain has a natural affinity         encounter them in a story rather
    for narrative construction.                     than in a list.




              And they rate legal arguments as more
               convincing when built into narrative
               tales rather than on legal precedent.
Missile Command.
Simple storyline: Missiles
 are falling and you must
     save your cities.




                                Players can then imagine a
                              nuclear war, aliens launching
                               missiles, a moon base under
                             attack, whatever they like in the
                             context of the simple storyline.
www.edheads.org
Stories provide, context,
 meaning and purpose
Stories Need
1.Characters

2. Plot (something has to happen).
3. Tension

 4. Resolution
5. Conclusion
Have learner’s create
       stories.




                        www.thinkingworlds.com
www.thinkingworlds.com
www.unity3d.com
Solution #3: Be a Strategy Guide
Hints, Tips and
Guidance

3 Levels
-Vague Hint
-Specific Hint
-Answer
Solution #4: Appeal to All Player
             Types
Solution #5: Provide Feedback
Immediate/Realistic
    Feedback
Send User Data
Presentation
Test/Homework
Change Channel
Peer-to-Peer
Solution #6: Award Experience
            Points
Leaderboards provide
 opportunities for players to
receive feedback about their
performance as compared to
           others..




Solution #7: Add Competition and
          Cooperation
Use Small Group Exercises




Pasha, P. (2005). Corporations
woo baby boomers
CNNMoney,
Let Learner’s Present
Solutions
Provide time for
 unstructured
     chats.
Questions?
Summary
      1                                           2
                                          What is gamification?
How did we get to this point?
Why are we here?


                                                 4
         3                      How do games impact learning, are they
                                effective tools for transferring knowledge?

Are games instructional/educational?
Tell 3 people 3
different things you
 learned from this
    presentation!
Google “Kapp Notes”
                          www.kaplaneduneering.com/kappnotes




                      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
Questions/More Information
• http://www.kaplaneduneering.com/kappnotes/
   – Recommended books         Look for “The
   – Samples and Examples     Gamification of
   – Slides                    Learning and
• Learning in 3D             Instruction” this
                                  Spring
   – www.learningin3d.info
• Gadgets, Games and Gizmos for Learning
   – www.gadgetsgamesandgizmos.com

• Email: kkapp@bloomu.edu

Instructional Gaming

  • 1.
    Instructional Gaming By: Karl M. Kapp, Ed.D. Author, Professor-Instructional Technology Bloomsburg University Twitter: @kkapp
  • 2.
    Agenda 1 2 What is gamification? How did we get to this point? Why are we here? 4 3 How do games impact learning, are they effective tools for transferring knowledge? Are games instructional/educational?
  • 3.
    Text Chat Question Whattopics do you primarily teach?
  • 4.
    Digital divisions. Reportby the Pew /Internet: Pew Internet & American Life. US Department of Commerce
  • 5.
    13 hours of console games a week Digital divisions. Report by the Pew /Internet: Pew Internet & American Life. US Department of Commerce
  • 6.
    13 hours of console games a week 87% of 8- to 17- year olds play video games Digital divisions. Report by the Pew /Internet: Pew Internet & American Life. US Department of Commerce at home.
  • 7.
    10,000 of Game play 13 hours of console games a week 87% of 8- to 17- year olds play video games Digital divisions. Report by the Pew /Internet: Pew Internet & American Life. US Department of Commerce at home.
  • 8.
  • 9.
    Lazy Rotting Brain
  • 10.
    Lazy Anti- Social Rotting Brain
  • 11.
    Lazy Wasting Time Anti- Social Rotting Brain
  • 12.
    Problem Solvers GotGame: John Beck and Mitchell Wade (2004)
  • 13.
    Problem Solvers Confident Got Game: John Beck and Mitchell Wade (2004)
  • 14.
    Problem Solvers Confident Social Got Game: John Beck and Mitchell Wade (2004)
  • 15.
    Problem Solvers Confident Social Resilient Got Game: John Beck and Mitchell Wade (2004)
  • 16.
    Problem Solvers Confident Social Multi- Resilient tasking Got Game: John Beck and Mitchell Wade (2004)
  • 17.
    Problem Solvers Confident Social Multi- Resilient tasking Got Game: John Beck and Mitchell Wade (2004)
  • 19.
    Almost 43% ofthe gamers are female and 26% of those females are over 18.
  • 20.
    Almost 43% ofthe gamers are female and 26% of those females are over 18. Females play 5 hours a week of console games. They make up the majority of PC gamers at 63%.
  • 21.
    Percentages of Impact 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
  • 22.
    Percentages of Impact Type of % Higher Knowledge/ Retention Declarative 11% It wasn’t the game, it was level Procedural of activity in the game. The 14% instructional methods. Retention 9% Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .Review of 65 studies
  • 23.
    Poll Question Which buildsmore confidence for on the job application of learned knowledge? Class room instruction. Simulation Game.
  • 24.
    Simulation Game. Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .
  • 25.
    20% higher. Sitzmann, T.(2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .
  • 27.
  • 28.
    Using game-based mechanics, aestheticsand game thinking to engage people, motivate action, promote learning, and solve problems.
  • 29.
  • 30.
    Games 1. Provide aChallenge 2. Tell a Story 3. Be a Strategy Guide 4. Appeal to All Player Types 5. Provide Feedback 6. Award Experience Points 7. Add Cooperation and Competition
  • 31.
    #1 Provide aChallenge
  • 32.
  • 33.
  • 36.
    Can this groupsolve the challenge? Do they know what tools to use?
  • 37.
    Proposal Challenge • Examinea problem – Evidence – Research – Observation • Proposal a solution – Written – Presentation
  • 38.
    Solution #2: Tella Story Bourne Conspiracy Video Game
  • 40.
  • 41.
  • 43.
    Yep, People tendto remember Researchers have found that the facts more accurately if they human brain has a natural affinity encounter them in a story rather for narrative construction. than in a list. And they rate legal arguments as more convincing when built into narrative tales rather than on legal precedent.
  • 44.
    Missile Command. Simple storyline:Missiles are falling and you must save your cities. Players can then imagine a nuclear war, aliens launching missiles, a moon base under attack, whatever they like in the context of the simple storyline.
  • 46.
  • 47.
    Stories provide, context, meaning and purpose
  • 48.
    Stories Need 1.Characters 2. Plot(something has to happen). 3. Tension 4. Resolution 5. Conclusion
  • 49.
    Have learner’s create stories. www.thinkingworlds.com
  • 50.
  • 51.
  • 52.
    Solution #3: Bea Strategy Guide
  • 53.
    Hints, Tips and Guidance 3Levels -Vague Hint -Specific Hint -Answer
  • 54.
    Solution #4: Appealto All Player Types
  • 56.
  • 57.
  • 58.
  • 60.
  • 61.
    Solution #6: AwardExperience Points
  • 63.
    Leaderboards provide opportunitiesfor players to receive feedback about their performance as compared to others.. Solution #7: Add Competition and Cooperation
  • 64.
    Use Small GroupExercises Pasha, P. (2005). Corporations woo baby boomers CNNMoney,
  • 65.
  • 66.
    Provide time for unstructured chats.
  • 67.
  • 68.
    Summary 1 2 What is gamification? How did we get to this point? Why are we here? 4 3 How do games impact learning, are they effective tools for transferring knowledge? Are games instructional/educational?
  • 69.
    Tell 3 people3 different things you learned from this presentation!
  • 70.
    Google “Kapp Notes” www.kaplaneduneering.com/kappnotes 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
  • 71.
    Questions/More Information • http://www.kaplaneduneering.com/kappnotes/ – Recommended books Look for “The – Samples and Examples Gamification of – Slides Learning and • Learning in 3D Instruction” this Spring – www.learningin3d.info • Gadgets, Games and Gizmos for Learning – www.gadgetsgamesandgizmos.com • Email: kkapp@bloomu.edu

Editor's Notes

  • #33 Question? What was the goal of the game, Oregon Trail.
  • #34 Question? What was the goal of the game, Oregon Trail.
  • #35 What was the goal of Where in the World is Carmen Sandiego?
  • #56 Place a mark on the quadrant that most represents how you play games?