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Play to Learn: Using Games to
Drive Learner Engagement and
Learning Outcomes.
Karl Kapp & Christopher Porfido
Professor: Bloomsburg University & Project Manager: PharmaDigital
Author: Gamification of Learning and Instruction
Twitter:@kkapp & @chrispofido
Lynda.com Course: Gamification of LearningYouTube Video
Books
Getting in touch with Karl
Twitter: @kkapp
Web: www.karlkapp.com
Email: karlkapp@gmail.com :
Facebook::
http://www.facebook.com/gamificationLI
For:
Notes/Slides
Additional Ideas
www.karlkapp.com
www.karlkapp.com/kapp-notes
Getting in touch with Chris
Linkedin: Chris Porfido, MSIT
Twitter: @ChrisPorfido
Email: porfidoc@outlook.com:
Please play tic-tac-toe
Game Results
• Did you like playing?
• Did it change mood of room?
• Was it fun?
• Did you score points?
• Who won?
I Won!
You will learn…
Let’s Play…Robots vs
Zombies.
Take out your text device.
Text to the number 37607 the word
karlkapp
(one word, no spaces).
Team
Robot
Team
Zombie
What percentage of
corporations use games for
learning?
20% of corporations use games
for learning.
(Association for Talent
Development, 2014)
Association for Talent Development [ATD]. (2014). Playing to Win: Gamification and serious games in organizations.
Marketplace of learning games is
predicted grow at a compound annual
growth rate of 16% reaching a value of
$5.4 Billion by 2020
(“Serious game” 2015).
Serious game market size to grow at 16.38% CAGR to 2020 in terms of value say global serious games research reports focusing on state
of play, challenges and industry prospects. (2015, September 18). Resource document PR Newswire. http://www.prnewswire.com/news-
releases/serious-game-market-size-to-grow-at-1638-cagr-to-2020-in-terms-of-value-say-global-serious-games-research-reports-focusing-
on-state-of-play-challenges-and-industry-prospects-528208111.html. Accessed 28 March 2016.
55% of teachers use games in
the classroom on a weekly basis
(“Teachers Surveyed” 2013)
Teachers Surveyed on Using Digital Games in Class. (2013). Resource document Games and Learning.
http://www.gamesandlearning.org/2014/06/09/teachers-on-using-games-in-class/. Accessed 02 February 2016.
People inevitably play games at work
What percentage of adults
over 50 play video games?
48%
Gamers Over 50: You’re Never Too Old to Play http://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf
70%
Laptops
40%
Mobile Device
24%
Console
Gamers Over 50: You’re Never Too Old to Play http://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf
80% of gamers over 50 play
on a weekly basis.
70%
Laptops
40%
Mobile Device
24%
Console
Gamers Over 50: You’re Never Too Old to Play http://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf
45% play on a daily basis.
56%
Card/Tile
52%
Puzzle/Logic Word/Trivia
Board Games
24%
Gamers Over 50: You’re Never Too Old to Play http://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf
What percentage of
Americans play video games
for 3 hours or more a week?
42%
The 2015 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA) in April
2015. The annual research was conducted by Ipsos MediaCT for ESA. Data was gathered from more than 4,000 American households.
Translates into 155 million
Americans
Women age 18 or older represent a
significantly greater portion of the game-
playing population (33%) than boys age 18
or younger (15%).
44% of the gamers are
female. The most
frequent female game
player is on average 43
years old.
Why might an trainer use
games for learning?
Why might an instructor use
lectures for learning?
Lectures are NOT effective for
fostering higher level thinking?
Gibbs, G., (1981). Twenty Terrible Reasons for Lecturing, SCED Occasional Paper No. 8, Birmingham.
http://www.brookes.ac.uk/services/ocsld/resources/20reasons.html and Bligh, D., (1972). What’s the Use of Lectures? Penguin.
Bloom, B. S., (1953). “Thought Processes in Lectures and Discussions.” Journal of General Education Vol. 7.
Isaacs, G., (1994). “Lecturing Practices and Note-taking Purposes.” Studies in Higher Education, 19:2.
During lectures students'
thoughts involved
attempting to solve
problems, or synthesize
subject matter 1% of the
time.
67% of the lecture
is spent in ‘simple
comprehension,’
‘passive thoughts
about the subject’
and ‘irrelevant
thoughts’.
Two inherent problems with mass practice (AKA Cramming)
-Learner fatigue
-Likelihood of interference with preceding & succeeding
learning
How much more effective are
games for learning than
lectures?
Retention/
Type of
Knowledge
% Higher
Retention 9%
Declarative 11%
Procedural 14%
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.”
Simulation/games were 17% more effective than lecture
and 5% more effective than discussion.
Active learning increases student performance in science, engineering, and mathematics
Scott Freemana,1, Sarah L. Eddya, Miles McDonougha, Michelle K. Smithb, Nnadozie Okoroafora, Hannah Jordta,
and Mary Pat Wenderotha. PNAS Early Edition (Proceedings of the National Academy of Sciences)
Active learning increases student performance in science, engineering, and mathematics
Scott Freemana,1, Sarah L. Eddya, Miles McDonougha, Michelle K. Smithb, Nnadozie Okoroafora, Hannah Jordta,
and Mary Pat Wenderotha. PNAS Early Edition (Proceedings of the National Academy of Sciences)
“The impression I get is that it’s
almost unethical to be lecturing if
you have this data,” says Eric
Mazur, a physicist at Harvard
University.
Games Must be Embedded
into the Curriculum to be
Effective for Learning.
Engagement
Game Elements
Serious
Game
Instructional games
should be embedded
in instructional
programs that include
debriefing and
feedback.
Instructional support
to help learners
understand how to
use the game
increases instructional
effectiveness of the
gaming experience.
Hays, R. T. (2005). The effectiveness of instructional games: A literature review and
discussion. Naval Air Warfare Center Training Systems Division (No 2005-004). Chapter 4
“The Gamification of Learning and Instruction.”
Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness
of computer-based simulation games. Personnel Psychology .Review of 65 studies
Pedagogy
Example
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Sek 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 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.
Use game-based mechanics,
aesthetics and game thinking to
engage people, motivate action,
promote learning, and solve
problems.
Gamification
Learning Over Time
Carpenter SK, DeLosh EL. Application of the testing and spacing effects to name learning. Applied Cognitive
Psychology 19: 619–636, 2005. And Cull W. Untangling the benefits of multiple study opportunities and repeated
testing for cued recall. Applied Cognitive Psychology 14: 215–235, 2000.
TWO POWERFUL INSTRUCTIONAL
PHENOMENON
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.
Retrieval Practices
(Questioning Format)
Spaced Repetition
(Interval Reinforcement)Spaced PracticeRetrieval Practice
Retrieval Practice alone
can provide improved
recall performance by as
much as 10-20%.
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
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
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%.
Qstream:
The Boehringer Ingelheim group is a large
pharmaceutical company.
Field reps are squeezed for time, yet have to
understand multiple disease states, product attributes
and competitive positioning and complex healthcare
system issues of concern to their physicians. They
wanted an effective way to pull through the information.
They rolled out Qstream which consisted of
25 questions, answers and explanations.
Reps answer two questions from their
laptop or mobile device every other
day.
They are immediately scored, can see how
their peers answer the same question, are
presented with a concise explanation and on
their way in 3 to 5 minutes.
Qstream Results:
Reps said:
• “I feel this is an awesome way to review
and continue to maintain our
knowledge. 5 Star rating.”
• “Great reminders of important points to
make for the supplemental calls.”
• “I enjoy the challenge.”
• “Love the concept. Keeps me up to
date. Thanks!”
• “It gives us a chance to really think and
confirm what we know, what we really
need to know, and where to expand our
knowledge.”
Motivating Players to space out play
Does Gamification work?
24 studies analyzed to answer the question:
Does Gamification Work?
J. Hamari, J. Koivisto and H. Sarsa, "Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification," 2014 47th
Hawaii International Conference on System Sciences, Waikoloa, HI, 2014, pp. 3025-3034. doi: 10.1109/HICSS.2014.377
URL: http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6758978&isnumber=6758592
Yes, but….
Depends on context and user qualities. In
other words, who is participating, where they
are participating, what is their motivation and
how does the gamified system function?
J. Hamari, J. Koivisto and H. Sarsa, "Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification," 2014 47th
Hawaii International Conference on System Sciences, Waikoloa, HI, 2014, pp. 3025-3034. doi: 10.1109/HICSS.2014.377
URL: http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6758978&isnumber=6758592
What makes games
engaging: Robots?
What makes games
engaging: Zombies?
What elements of games lead
to learning and engagement?
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. Chapter 2
“The Gamification of Learning and Instruction.”
Re-design the Instruction to
Start with a Challenge
You walk into the
Physicians office
and the physician
is not available,
what do you say
to receptionist?
Not a good answer,
try again.
AGAIN
Use a Simple Card Game(s)
Drive Challenges and Disguise Role Plays
Navigate a Whole Office Call
PI Pictionary
Reinforcement
Partial--Behavior that is reinforced intermittently is
more resistant to extinction than behavior that is
continuously reinforced.
Expect vs unexpected achievements (learning and
engagements)
Alternate reinforcement methods in
games
Rosenberg, R.S. Baughman, S.L., Bailenson, J.N. (2013) Virtual Superheroes:
Using Superpowers in Virtual Reality to Encourage Prosocial Behavior. PLOS One., 8(1), 1-9.
Flying around a virtual world
as a superhero made subjects
nicer in the real world. physical
world
Characters
Why be a Character at
All?
Research indicates that human
social models influence behavior,
beliefs and attitudes.
Bandura, A. 1986 Social foundations of thought and action: a social cognitive theory. Englewood Cliffs, NJ, USA: Prentice-Hall.
Avatar as Teacher
Research indicates that learners perceive, interact
socially with and are influenced by anthropomorphic
agents (avatars) even when their functionality and
adaptability are limited.
Baylor, A. 2009 Promoting motivation with virtual agents and avatars: R ole of visual presence and appearance. Philosophical
Transactions of the Royal B Society. 364, 3559–3565
On tests involving different word problems, the group who had
a character explain the problems generated 30% more correct
answers than the group with just on-screen text.
Animated pedagogical agents (characters) can be aids
to learning. A “realistic” character did not facilitate
learning any better than a “cartoon-like” character.
Clark, R., Mayer, R. (2011) E-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of
Multimedia Learning. New York: Pfeiffer. Pg. 194. Chapter 4 “The Gamificaiton of Learning and Instruciton”
Within 24 hours of watching an avatar like
themselves run, learners were more likely
to run than watching an avatar not like
them or watching an avatar like them
loitering .
Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology,
21 (3), 95-113.
If learners watch an avatar that
looks like them exercising & losing
weight, they will subsequently
exercise more in the real world as
compared to a control group.
Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology, 21
113.
Character Individuality
People are motivated by Customization
The rarest hat was once
purchased for $6,000 cash and
$10,000 worth of in-game items.
Story
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.
Speer, N. K., Reynolds, J. R., Swallow, K. M., & Zacks, J. M. (2009). Reading Stories Activates Neural
Representations of Visual and Motor Experiences.Psychological Science, 20(8), 989–999.
doi:10.1111/j.1467-9280.2009.02397.x
When a person reads about certain
activities in a story, the areas of the
brain associated with those activities
are activated.
The research found that different brain
regions track different aspects of a
story. If the character moved, the
corresponding region of the brain for
physical movement became active.
Branching Dialogue
Chat Mapper
Putting it Together!
Putting it Together!
Choose your character
Zombie Sales
Apocalypse!©
What’s Next….
Bringing learning to an alternate reality
Augmented Reality
Augmented Reality in action
Virtual Reality
Virtual Reality is not new
Sensorama 1950s
View-Master 1939
Simpsons 1993 Oculus Rift 2016
Virtual Reality doesn’t have to be
expensive
1) Gamification is the use of game elements in a non-game situation.
2) An instructional game will only be effective if it is designed to meet
specific instructional objectives and was designed as it was intended.
3) Instruction with serious games yields higher learning gains than
conventional instruction.
4) Games are more effective than traditional instruction when players
work in groups.
5) Games are more effective than traditional instruction when multiple
sessions are involved.
6) Games must be embedded into the curriculum to be effective for
learning.
7) Games don’t need to be high-tech to be effective.
Take-Away
Questions And Resources
www.karlkapp.com/kapp-notes
Karl M. Kapp
Twitter: @kkapp
Email: kkapp@bloomu.edu
BLOG: http://karlkapp.com/kapp-notes/
Content torn from the
pages.
Lynda.com Course: Gamification of Learning
Questions/More Information
• Email: karlkapp@gmail.com
• Twitter: @kkapp
• Pinterest: Gamification Happenings
• BLOG: http://karlkapp.com/kapp-notes/
• Facebook: http://www.facebook.com/gamificationLI
To learn more about
Zombie Sales Apocalypse!
• Contact: karlkapp@gmail.com
• Demo’s
• Whitepaper
• Use Case
Visit us at pharmadc.com
• Webinars
• Gamification
• eLearning
• Simulation Learning
• MicroLearning
• Knowledge on Demand
• Workshops
• Print Modules
Contact us at info@pharmadc.com
To learn more about PharmaDigital
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Play to Learn: Using Games and Gamification to Drive Learner Engagement and Learning Outcomes

  • 1. Play to Learn: Using Games to Drive Learner Engagement and Learning Outcomes. Karl Kapp & Christopher Porfido Professor: Bloomsburg University & Project Manager: PharmaDigital Author: Gamification of Learning and Instruction Twitter:@kkapp & @chrispofido
  • 2. Lynda.com Course: Gamification of LearningYouTube Video Books Getting in touch with Karl Twitter: @kkapp Web: www.karlkapp.com Email: karlkapp@gmail.com : Facebook:: http://www.facebook.com/gamificationLI
  • 4. Getting in touch with Chris Linkedin: Chris Porfido, MSIT Twitter: @ChrisPorfido Email: porfidoc@outlook.com:
  • 6. Game Results • Did you like playing? • Did it change mood of room? • Was it fun? • Did you score points? • Who won? I Won!
  • 9. Take out your text device. Text to the number 37607 the word karlkapp (one word, no spaces).
  • 11. What percentage of corporations use games for learning?
  • 12. 20% of corporations use games for learning. (Association for Talent Development, 2014) Association for Talent Development [ATD]. (2014). Playing to Win: Gamification and serious games in organizations.
  • 13. Marketplace of learning games is predicted grow at a compound annual growth rate of 16% reaching a value of $5.4 Billion by 2020 (“Serious game” 2015). Serious game market size to grow at 16.38% CAGR to 2020 in terms of value say global serious games research reports focusing on state of play, challenges and industry prospects. (2015, September 18). Resource document PR Newswire. http://www.prnewswire.com/news- releases/serious-game-market-size-to-grow-at-1638-cagr-to-2020-in-terms-of-value-say-global-serious-games-research-reports-focusing- on-state-of-play-challenges-and-industry-prospects-528208111.html. Accessed 28 March 2016.
  • 14. 55% of teachers use games in the classroom on a weekly basis (“Teachers Surveyed” 2013) Teachers Surveyed on Using Digital Games in Class. (2013). Resource document Games and Learning. http://www.gamesandlearning.org/2014/06/09/teachers-on-using-games-in-class/. Accessed 02 February 2016.
  • 15. People inevitably play games at work
  • 16. What percentage of adults over 50 play video games?
  • 17. 48% Gamers Over 50: You’re Never Too Old to Play http://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf
  • 18. 70% Laptops 40% Mobile Device 24% Console Gamers Over 50: You’re Never Too Old to Play http://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf 80% of gamers over 50 play on a weekly basis.
  • 19. 70% Laptops 40% Mobile Device 24% Console Gamers Over 50: You’re Never Too Old to Play http://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf 45% play on a daily basis.
  • 20. 56% Card/Tile 52% Puzzle/Logic Word/Trivia Board Games 24% Gamers Over 50: You’re Never Too Old to Play http://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf
  • 21. What percentage of Americans play video games for 3 hours or more a week?
  • 22. 42% The 2015 Essential Facts About the Computer and Video Game Industry was released by the Entertainment Software Association (ESA) in April 2015. The annual research was conducted by Ipsos MediaCT for ESA. Data was gathered from more than 4,000 American households.
  • 23. Translates into 155 million Americans
  • 24. Women age 18 or older represent a significantly greater portion of the game- playing population (33%) than boys age 18 or younger (15%). 44% of the gamers are female. The most frequent female game player is on average 43 years old.
  • 25. Why might an trainer use games for learning?
  • 26. Why might an instructor use lectures for learning?
  • 27. Lectures are NOT effective for fostering higher level thinking? Gibbs, G., (1981). Twenty Terrible Reasons for Lecturing, SCED Occasional Paper No. 8, Birmingham. http://www.brookes.ac.uk/services/ocsld/resources/20reasons.html and Bligh, D., (1972). What’s the Use of Lectures? Penguin. Bloom, B. S., (1953). “Thought Processes in Lectures and Discussions.” Journal of General Education Vol. 7. Isaacs, G., (1994). “Lecturing Practices and Note-taking Purposes.” Studies in Higher Education, 19:2.
  • 28. During lectures students' thoughts involved attempting to solve problems, or synthesize subject matter 1% of the time. 67% of the lecture is spent in ‘simple comprehension,’ ‘passive thoughts about the subject’ and ‘irrelevant thoughts’.
  • 29. Two inherent problems with mass practice (AKA Cramming) -Learner fatigue -Likelihood of interference with preceding & succeeding learning
  • 30. How much more effective are games for learning than lectures?
  • 31. Retention/ Type of Knowledge % Higher Retention 9% Declarative 11% Procedural 14% 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.” Simulation/games were 17% more effective than lecture and 5% more effective than discussion.
  • 32. Active learning increases student performance in science, engineering, and mathematics Scott Freemana,1, Sarah L. Eddya, Miles McDonougha, Michelle K. Smithb, Nnadozie Okoroafora, Hannah Jordta, and Mary Pat Wenderotha. PNAS Early Edition (Proceedings of the National Academy of Sciences)
  • 33. Active learning increases student performance in science, engineering, and mathematics Scott Freemana,1, Sarah L. Eddya, Miles McDonougha, Michelle K. Smithb, Nnadozie Okoroafora, Hannah Jordta, and Mary Pat Wenderotha. PNAS Early Edition (Proceedings of the National Academy of Sciences) “The impression I get is that it’s almost unethical to be lecturing if you have this data,” says Eric Mazur, a physicist at Harvard University.
  • 34. Games Must be Embedded into the Curriculum to be Effective for Learning.
  • 35. Engagement Game Elements Serious Game Instructional games should be embedded in instructional programs that include debriefing and feedback. Instructional support to help learners understand how to use the game increases instructional effectiveness of the gaming experience. Hays, R. T. (2005). The effectiveness of instructional games: A literature review and discussion. Naval Air Warfare Center Training Systems Division (No 2005-004). Chapter 4 “The Gamification of Learning and Instruction.” Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .Review of 65 studies Pedagogy
  • 36. Example Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Sek 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.
  • 37. Games are more effective than traditional instruction when multiple sessions are involved.
  • 38. 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.
  • 39. Games are more effective than traditional instruction when players work in groups.
  • 40. 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.
  • 41. Use game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems. Gamification
  • 42. Learning Over Time Carpenter SK, DeLosh EL. Application of the testing and spacing effects to name learning. Applied Cognitive Psychology 19: 619–636, 2005. And Cull W. Untangling the benefits of multiple study opportunities and repeated testing for cued recall. Applied Cognitive Psychology 14: 215–235, 2000.
  • 43. TWO POWERFUL INSTRUCTIONAL PHENOMENON 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. Retrieval Practices (Questioning Format) Spaced Repetition (Interval Reinforcement)Spaced PracticeRetrieval Practice
  • 44. Retrieval Practice alone can provide improved recall performance by as much as 10-20%. 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
  • 45. 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
  • 46. 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 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.
  • 47. 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. “
  • 48. 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%.
  • 49. Qstream: The Boehringer Ingelheim group is a large pharmaceutical company.
  • 50. Field reps are squeezed for time, yet have to understand multiple disease states, product attributes and competitive positioning and complex healthcare system issues of concern to their physicians. They wanted an effective way to pull through the information.
  • 51. They rolled out Qstream which consisted of 25 questions, answers and explanations. Reps answer two questions from their laptop or mobile device every other day.
  • 52. They are immediately scored, can see how their peers answer the same question, are presented with a concise explanation and on their way in 3 to 5 minutes.
  • 53. Qstream Results: Reps said: • “I feel this is an awesome way to review and continue to maintain our knowledge. 5 Star rating.” • “Great reminders of important points to make for the supplemental calls.” • “I enjoy the challenge.” • “Love the concept. Keeps me up to date. Thanks!” • “It gives us a chance to really think and confirm what we know, what we really need to know, and where to expand our knowledge.”
  • 54. Motivating Players to space out play
  • 56. 24 studies analyzed to answer the question: Does Gamification Work? J. Hamari, J. Koivisto and H. Sarsa, "Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification," 2014 47th Hawaii International Conference on System Sciences, Waikoloa, HI, 2014, pp. 3025-3034. doi: 10.1109/HICSS.2014.377 URL: http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6758978&isnumber=6758592 Yes, but….
  • 57. Depends on context and user qualities. In other words, who is participating, where they are participating, what is their motivation and how does the gamified system function? J. Hamari, J. Koivisto and H. Sarsa, "Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification," 2014 47th Hawaii International Conference on System Sciences, Waikoloa, HI, 2014, pp. 3025-3034. doi: 10.1109/HICSS.2014.377 URL: http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6758978&isnumber=6758592
  • 60. What elements of games lead to learning and engagement?
  • 61. 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. Chapter 2 “The Gamification of Learning and Instruction.”
  • 62. Re-design the Instruction to Start with a Challenge
  • 63. You walk into the Physicians office and the physician is not available, what do you say to receptionist? Not a good answer, try again. AGAIN Use a Simple Card Game(s) Drive Challenges and Disguise Role Plays
  • 64. Navigate a Whole Office Call
  • 66. Reinforcement Partial--Behavior that is reinforced intermittently is more resistant to extinction than behavior that is continuously reinforced. Expect vs unexpected achievements (learning and engagements)
  • 68. Rosenberg, R.S. Baughman, S.L., Bailenson, J.N. (2013) Virtual Superheroes: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior. PLOS One., 8(1), 1-9. Flying around a virtual world as a superhero made subjects nicer in the real world. physical world Characters
  • 69. Why be a Character at All? Research indicates that human social models influence behavior, beliefs and attitudes. Bandura, A. 1986 Social foundations of thought and action: a social cognitive theory. Englewood Cliffs, NJ, USA: Prentice-Hall.
  • 70. Avatar as Teacher Research indicates that learners perceive, interact socially with and are influenced by anthropomorphic agents (avatars) even when their functionality and adaptability are limited. Baylor, A. 2009 Promoting motivation with virtual agents and avatars: R ole of visual presence and appearance. Philosophical Transactions of the Royal B Society. 364, 3559–3565
  • 71. On tests involving different word problems, the group who had a character explain the problems generated 30% more correct answers than the group with just on-screen text. Animated pedagogical agents (characters) can be aids to learning. A “realistic” character did not facilitate learning any better than a “cartoon-like” character. Clark, R., Mayer, R. (2011) E-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning. New York: Pfeiffer. Pg. 194. Chapter 4 “The Gamificaiton of Learning and Instruciton”
  • 72. Within 24 hours of watching an avatar like themselves run, learners were more likely to run than watching an avatar not like them or watching an avatar like them loitering . Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology, 21 (3), 95-113.
  • 73. If learners watch an avatar that looks like them exercising & losing weight, they will subsequently exercise more in the real world as compared to a control group. Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology, 21 113.
  • 75. People are motivated by Customization The rarest hat was once purchased for $6,000 cash and $10,000 worth of in-game items.
  • 76. Story
  • 77. 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.
  • 78. Speer, N. K., Reynolds, J. R., Swallow, K. M., & Zacks, J. M. (2009). Reading Stories Activates Neural Representations of Visual and Motor Experiences.Psychological Science, 20(8), 989–999. doi:10.1111/j.1467-9280.2009.02397.x When a person reads about certain activities in a story, the areas of the brain associated with those activities are activated. The research found that different brain regions track different aspects of a story. If the character moved, the corresponding region of the brain for physical movement became active.
  • 82. Putting it Together! Choose your character
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  • 95. What’s Next…. Bringing learning to an alternate reality
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  • 101. Virtual Reality is not new Sensorama 1950s View-Master 1939 Simpsons 1993 Oculus Rift 2016
  • 102. Virtual Reality doesn’t have to be expensive
  • 103. 1) Gamification is the use of game elements in a non-game situation. 2) An instructional game will only be effective if it is designed to meet specific instructional objectives and was designed as it was intended. 3) Instruction with serious games yields higher learning gains than conventional instruction. 4) Games are more effective than traditional instruction when players work in groups. 5) Games are more effective than traditional instruction when multiple sessions are involved. 6) Games must be embedded into the curriculum to be effective for learning. 7) Games don’t need to be high-tech to be effective. Take-Away
  • 104. Questions And Resources www.karlkapp.com/kapp-notes Karl M. Kapp Twitter: @kkapp Email: kkapp@bloomu.edu BLOG: http://karlkapp.com/kapp-notes/ Content torn from the pages. Lynda.com Course: Gamification of Learning
  • 105. Questions/More Information • Email: karlkapp@gmail.com • Twitter: @kkapp • Pinterest: Gamification Happenings • BLOG: http://karlkapp.com/kapp-notes/ • Facebook: http://www.facebook.com/gamificationLI
  • 106. To learn more about Zombie Sales Apocalypse! • Contact: karlkapp@gmail.com • Demo’s • Whitepaper • Use Case
  • 107. Visit us at pharmadc.com • Webinars • Gamification • eLearning • Simulation Learning • MicroLearning • Knowledge on Demand • Workshops • Print Modules Contact us at info@pharmadc.com To learn more about PharmaDigital
  • 108. 90 Days of Premium: Free 1. Create a free account 2. Email code: K_Kapp to support@polleverywhere.com Automatically downgrades to the standard free plan after 90 days