This session introduces, defines, and describes the concept of gamification, games for learning and interactivity. Kapp will dissect critical elements of games and describe how they can be applied to the design and development of interactive learning. The presentation is based on solid research including peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. You’ll learn how to create engaging learning using game-based thinking by matching instructional content with the right game mechanics and game thinking; how to move beyond the theoretical considerations; and three methods for designing interactive learning based on concepts from games
Incoming and Outgoing Shipments in 3 STEPS Using Odoo 17
Games, Interactivity and Gamification for Learning
1. Follow on Twitter:@kkapp for updates, slides & additional ideas.
By Karl M. Kapp
Bloomsburg University
Author of Gamification of Learning &Instruction
Download Slides & Notes at: www.karlkapp.com/kapp-notes
Course on Gamification Available at: www.Lynda.com
Games, Interactivity and
Gamification for Learning
3. Bring Karl to speak to your
organization for a workshop or
keynote.
Contact him at
karlkapp@gmail.com
Or on his web site at:
http://karlkapp.com/contact/
20. Learners are not Engaged? Why?
Learning Eagle
October 30, 2014See Section F for Coupons
Investigation Opened
By Harry James
Las Vegas, NV– It started out as
just another normal day. Larry
the Learner had just sat at his
desk to embark on a learning
journey. A journey that turned
horrific within only a few
moments.
The result is unnecessary
incident that could and should
have been avoided by having
the right instructional strategy
coupled with the right content.
The news of disengagement was spreading…
23. He was about as friendly as a clown with no
rubber nose.
Hello, again clueless…
24. Look I am going to ask you a question
about engagement, let’s see if you know
the answer.
25. How many times a day does the average
person check their cell phone?
26. The average person in the US checks
their cell phone 150 times a day that’s
about 9 times an hour.
People send or receive an
average of 41 text messages
per day.,
Smartphones users spend
over 2.5 hours a day on their
phones—32% of that time
playing games.
29. “A study of 2,300 people found only 6%
of organizations are successful in
influencing behavior change among
employees.”
--Al Switzler
30. According to Gallup, 7in 10 American workers are
“not engaged” or “actively disengaged” in their
work.
This means they are emotionally
disconnected from their workplaces
and less likely to be productive.
31. A Gallup poll found that the average
company has as many as 18% of employees
who are actively disengaged.
Exude negativity.
Aren’t interested
in learning or
development.
Putting in Time.
Aren’t interested in
anything related to
the company.
Close themselves out
of solutions to
organizational
problems.
Thwart efforts for
improvement.
33. This question will give you a clue to
engaging learners. Riddle me this…
Ivan had another question for me…I was the
one who was supposed to be ask’n questions….
34. Do learners remember facts better
when presented in a bulleted list or
when presented in a story?
44. So far, so good. Follow the next clue on the
matchbook I found in my desk drawer….
45.
46. I arrived at the place on the matchbook, as
shady as a clump of oaks caught in an eclipse…
47. Enter Question TextWhat could this location and clue mean??? Tell me.
Does engaging instruction start with…
48. Action draws in the learner and
encourages further engagement.
49. Make the learner do something
Answer a question
Identify a procedure.
Make a decision.
Solve a mystery.
Confront a challenge.
Solve a Problem.
Write a proposal
Hands On
62. I knew a little diner where L&D folks hung out.
63. I saw her across the diner, the mysterious
Learning Lady.
64. Here are some more
matches for your boss. She
smokes a lot.
She shouldn’t smoke.
65.
66. Put the learner at risk.
or
Let the learner safely explore the environment.
67. No risk, or danger equal no skin in the
game.
For engagement, put the learner
emotionally involved by putting him or
her at “mock” risk.
68. Losing (points, game)
Not Solving the Problem
Social Credibility
Recognition
Then they mysterious stranger started
talking about what learners can “risk”…
Starting Over
Multiple Lives
69. In games, for example, failing is allowed, it’s
acceptable, and it’s part of the process.
73. Ok, good work detectives, I think you solved the
case of the disengaged learner.
74. But, here are three more tips to engage
learners, give them:
- Multiple, Realistic Scenarios (case studies)
- Provide a Question Protocol
- First-Person “Thinkers”
75. Ok so for what type of
knowledge is a
matching game most
appropriate?
She turned on her computer to show me an
example…
76.
77. Provide a list of prompts or questions to
help trigger thoughts and question sets.
Check out this folder.
78.
79. Create a learning documentary of
how to do a job, how decisions are
made, how dots are connected.
Then she turned on the oldest TV I’d ever
seen…to some Reality TV show…What was this?
Appointment Television?
Show learners how experts think
through problems and solve them.
It’s a “think aloud.”
91. Thank you and
Remember For:
Notes/Slides
Additional Ideas
www.karlkapp.com
www.karlkapp.com/kapp-notes
92. Bring Karl to speak to your
organization for a workshop or
keynote.
Contact him at
karlkapp@gmail.com
Or on his web site at:
http://karlkapp.com/contact/