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Gamification of Learning




                 By Karl M. Kapp
Twitter:@kkapp   Bloomsburg University
                 Gamification of Learning &Instruction
                 March 21, 2013 
Interactivity (I) + Immersion (I) = Sustained Engagement (E)
                Results in meaningful learning.
Interactivity (I) + Immersion (I) = Sustained Engagement (E)
                Results in meaningful learning.
Slides for This Presentation
                        Google 
                     “Kapp Notes”
Look for ASTD DC METRO 2013 Presentation Resources



               Content ripped from the pages of
               “The Gamification of Learning and 
                          Instruction”
Agenda

           1                                             2
                                      What are four instructional design methods 
What are three simple, low‐tech       that encourage immersive learning
techniques for creating engaging 
learning experiences?




                                    3
                   How do I, create learning experiences tied to interactivity, 
                   immersion and game‐based elements? 
Use game-based mechanics,
aesthetics and game thinking to
engage people, motivate action,
  promote learning, and solve
           problems.




 Gamification
http://success.adobe.com/microsites/levelup/index.html
Some people think Gamification is only about points, 
              badges and rewards…
… if it was, this would be the most engaging game in the 
                          world.
20% increase in profile completion.
… the possibilities of “gamification” are far larger than 
             points, badges and rewards.
Two Examples of the Concepts of 
    Games and Gamification
Malone’s Theory of Intrinsically 
    Motivating Instruction 




Challenge    Fantasy      Curiosity
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
Fantasy– There are both cognitive and
emotional reasons for evoking fantasy.
Cognitively a fantasy can help a learner
apply old knowledge to understand new
things and help them remember the
content. Emotionally, a person can
connect with the experiences and not
bring with it “real-world” concerns or fears.
Challenge and Consolidation– Good games offer players a set
of challenging problems and then let them solve these problems
until they have virtually routinized or automated their solutions.

Games then throw a new class of problem at the players requiring
them to rethink their now, taken-for-granted mastery, learn
something new, and integrate this new learning into their old
mastery.
James Paul Gee,
University of Wisconsin-Madison
Transfer
The ability of simulations to teach skills that transfer to real‐
life, on‐the‐job situations seems abundantly positive… 
Computer‐based simulations—assessed as an alternative to 
other means of training, as a supplement to other means of 
training, as a device to combat skill decay in experienced 
trainees, and as a means of improving performance levels as 
they stand prior to training—show positive results for transfer 
a majority of the time.
              In 22 out of 26 studies, trainees demonstrated equal or 
              superior transfer to the control group from simulations.

              Shenan Hahn
              ADL Research and Evaluation Team
Recommendations 
1) Use a game/simulation to provide a context for the learning. 

2) Include Fantasy to overcome resistance, encourage 
   generalization and invoke curiosity.  

3) Carefully craft the simulation/game to provide opportunities 
   to increase engagement and interactivity to increase 
   learning.

4) Transfer of learning occurs when tasks are cognitively the 
   same.
Story
Researchers have found that the                       Yep, People tend to remember facts 
 human brain has a natural affinity for                   more accurately if they encounter 
       narrative construction.                           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
Recommendations 

• Embed facts to be learned in the context of stories.

• Start the learning process by providing a challenge to 
  the learner.

• Use stories that are related to the context of the 
  desired learning outcome. 
We’ve Always Wanted
     Characters




     Characters
Flying around a virtual world
 as a superhero made subjects
  nicer in the real world. physical 
                     world




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.
An experience as an avatar 
                                                                                 can change a person's real 
                                                                                 life perceptions. In a study 
                                                                                 conducted by Yee and 
                                                                                 Bailenson (2006), it was 
                                                                                 found that negative 
                                                                                 stereotyping of the elderly 
                                                                                 was significantly reduced 
                                                                                 when participants were 
                                                                                 placed in avatars of old 
                                                                                 people compared with those 
                                                                                 participants placed in avatars 
                                                                                 of young people.




Yee, N. & Bailenson, J.N. (2006). Walk A Mile in Digital Shoes: The Impact of Embodied Perspective‐Taking on The
Reduction of Negative Stereotyping in Immersive Virtual Environments.. Proceedings of PRESENCE 2006: The 9th Annual 
International Workshop on Presence. August 24 – 26, Cleveland, Ohio, USA
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”
Recommendations 
• Use characters/agents to model desired behavior.

• Use characters/agents to provide feedback and 
  instruction to learners.

• Characters should  speak in a natural, conversational tone.

• Use two characters, one for coaching and one for 
  expertise is better than just having one character trying to 
  do both.
Feedback
Games like The Sims provide feedback on 
    many dimensions which provide 
 opportunities to consider tradeoffs and 
    higher level cognitive thinking. 
The most helpful feedback provides specific 
                              comments  about errors and suggestions for 
                              improvement. It also 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.
Embed into a larger   Curriculum


                                     Training Manuals




                        E-learning




      Classroom
      instruction
Instructional games should be embedded in 
      instructional programs that include 
      debriefing and feedback. 
                            Engagement


                      Instructional support to help learners 
                                  Educational
                      understand how to use the game increases 
                                  Simulation
                      instructional effectiveness of the gaming 
                         Game
                      experience.                Pedagogy


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.”
                               g
Example
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 to 
MobileConnect, the sales team has built the quickest pipeline for 
this product.
Player Results
“I really had a good time with Merchants.  It’s original, fun, challenging, 
outside of the ordinary.  It hooks you!”

“This is the best online training I know of.  It has had a positive impact on our 
business.”

 “It’s a very new and interesting program.  The lessons from the mentor and 
the readings are very beneficial.  You learn concepts to help you plan, and 
afterwards negotiate in situations that reflect real negotiations that you have 
with clients.”

“Very interesting cases.  You learn very efficiently and effectively.  Applicable 
to real life.”

“I found it very interesting, especially the lessons of the mentor.  The main 
concepts are completely applicable to our day‐to‐day.  I am already looking 
forward to the next course!”
Learning Results

Average course evaluation, to date:  9.4 out of 10

Average assessment of educational value:  9.3 out of 10

Percentage answering “Yes” to “I find it applicable to real life”:  98%

Percentage answering “Yes” to “I will recommend this course”:  99%

Percentage of learners who completed the course after starting it:  92%


The above results are aggregate averages from over 30,000 learners who have 
taken this course.
Special Thank You! 
• Game On! Learning
  – Bryan Austin
  – http://www.gameonlearning.com/


• The Knowledge Guru
  – Sharon Boller
  – https://www.theknowledgeguru.com/
Takeaways
1) Interactivity of games leads to higher knowledge.
2) Fantasy, curiosity and challenge are key elements for 
   instructional games.
3) Embed facts to be learned in the context of stories. 
4) On screen characters can enhance e‐learning.
5) Use stories rather than bulleted lists to present facts.
6) Present learners with a difficult challenge to engage and 
   motivate them. 
7) Use stories that are related to the context of the desired 
   learning outcome. 
8) Feedback needs to be targeted.
9) Embedded the game into a larger curriculum. 
Contact Karl via    Race you to Book 
Twitter or email         Store!




                    Twitter:@kkapp
                    kkapp@bloomu.edu

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Gamification of Learning