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Reaching the Engagement
Horizon in Virtual Worlds
Karl Kapp
Professor: Bloomsburg University
Author: Gamification of Learning and
Instruction
Twitter:@kkapp
Lynda.com Course: Gamification of LearningYouTube Video
Web Site: www.karlkapp.com
Books
Getting in touch with Karl
Twitter: @kkapp
Web: www.karlkapp.com
Email: karlkapp.com :
http://www.facebook.com/gamificationLI
For:
Notes/Slides
Additional Ideas
www.karlkapp.com
www.karlkapp.com/kapp-notes
What is “Gamification?”
Structural
Gamification is
use of game-
elements to propel
a learner through
content with no
alteration or
changes to the
content.
Structural:
 Points
 Badges
 Leaderboard
Content
Gamification use
of game thinking
to alter content
to make it more
game-like but
doesn’t turn the
content into a
game.
Content:
 Challenge
 Story
 Characters
 Missions
Why might an instructor use
games in a virtual world?
Why might an instructor use
lectures in a virtual world?
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 or inter-
relate information for
1% of the time.
78% of the lecture
is spent in ‘passive
thoughts about
the subject’ and
‘irrelevant
thoughts’.
Lectures are not a
very effective way of
teaching… if the aim is
to teach thinking,
…or to change
attitudes or other
higher aims beyond
the simple
transmission of
factual knowledge.
Instruction with learning
games yields higher gains
in learning and retention
than traditional instruction.
Statistics are from: Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games.
Personnel Psychology .Review of 65 studies
Confirmed findings (not statistics): 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. Review of 39 studies 54% conducted in the last year.
Type of
Knowledge
/Retention
% Higher
Declarative 11%
Procedural 14%
Retention 9%
Percentages of Impact Over
Traditional Training
Type of
Knowledge
/Retention
% Higher
Declarative 11%
Procedural 14%
Retention 9%
Percentages of Impact Over
Traditional Training
17% Higher than
Lectures
5% Higher than
Discussion
Percentages of Impact
Type of
Knowledge
/Retention
% Higher
Declarative 11%
Procedural 14%
Retention 9%
It wasn’t the game, it was level
of activity in the game.
In other words, the engagement
of the learner in the game leads
to learning.
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)
Virtual Worlds are the Ideal
Environment for Engagement
Games can promote pro-
social behaviors.
First Experiment indicated that playing the
game Darfur is Dying resulted in a greater
willingness to help the Darfurian people than
reading a text conveying same information.
Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of
Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.
Second Experiment indicated that playing
the game Darfur is Dying resulted in a
greater role taking and willingness to help
than either game watching or text reading.
Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of
Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.
Fostering Pro-Social
Behavior
Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior.
Journal of Personality and Social Psychology. Vol. 98 . No. 2., 211-221.
28% helped to
pick up pencils
33% helped to
pick up pencils
67% helped to
pick up pencils
City Crisis
22% intervened
56% intervened
Games Must be Embedded
into the Curriculum to be
Effective for Learning.
Engagement
PedagogyGame
Educational
Simulation
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
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.
1. Teach & talk
about what will be
learned.
2. Explore Virtual World. 3. Debrief about what was
learned.
Games are more effective
than traditional instruction
when multiple sessions are
involved.
I would argue…Virtual
Worlds are also more
effective with multiple
sessions.
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.
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.
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
What elements lead to
learning in virtual worlds?
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.”
Third Person View
Carey, B. (2007) This is Your Life (and How You Tell it). The New York Times. And Sestir, M. & Green, M. C. (2010). You
are who you watch: Identification and transportation effects on temporary self-concept. Social Influence, 5, 272-288
and research by Libby, L.K., Shaeffer, E.M., Eibach, R.P., & Slemmer, J.A. ( 2007) Picture yourself at the polls: Visual
perspective in mental imagery affects self-perception and behavior. Psychological Science. Vol. 18: 199-203.
“Seeing oneself as acting in a movie or a play is not merely
fantasy or indulgence; it is fundamental to how people work
out who it is they are, and may become.” Ben Casey
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
Story
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.
1) Create challenges in the virtual world.
2) Use the virtual world environment to tell stories.
3) The avatar is an important element in virtual world learning.
4) The third person perspective in a virtual world is important for learning.
5) Virtual worlds are more effective than traditional instruction when
players work in groups.
6) Virtual worlds are more effective for learning when multiple sessions are
involved.
7) Embed the use of the virtual world as a natural part of the curriculum.
8) Virtual Worlds can influence people to behave in a pro-social manner.
9) Engagement is what leads to learning.
Reaching the Engagement Horizon
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
• Web Site: www.karlkapp.com
• Twitter: @kkapp
• Pinterest: Gamification Happenings
• BLOG: http://karlkapp.com/kapp-notes/
• Facebook: http://www.facebook.com/gamificationLI
Follow me…
@kkapp

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Reaching the Engagement Horizon in Virtual Worlds

  • 1. Reaching the Engagement Horizon in Virtual Worlds Karl Kapp Professor: Bloomsburg University Author: Gamification of Learning and Instruction Twitter:@kkapp
  • 2. Lynda.com Course: Gamification of LearningYouTube Video Web Site: www.karlkapp.com Books Getting in touch with Karl Twitter: @kkapp Web: www.karlkapp.com Email: karlkapp.com : http://www.facebook.com/gamificationLI
  • 5. Structural Gamification is use of game- elements to propel a learner through content with no alteration or changes to the content. Structural:  Points  Badges  Leaderboard
  • 6. Content Gamification use of game thinking to alter content to make it more game-like but doesn’t turn the content into a game. Content:  Challenge  Story  Characters  Missions
  • 7. Why might an instructor use games in a virtual world?
  • 8. Why might an instructor use lectures in a virtual world?
  • 9. 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.
  • 10. During lectures students' thoughts involved attempting to solve problems, or synthesize or inter- relate information for 1% of the time. 78% of the lecture is spent in ‘passive thoughts about the subject’ and ‘irrelevant thoughts’.
  • 11. Lectures are not a very effective way of teaching… if the aim is to teach thinking, …or to change attitudes or other higher aims beyond the simple transmission of factual knowledge.
  • 12. Instruction with learning games yields higher gains in learning and retention than traditional instruction. Statistics are from: Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .Review of 65 studies Confirmed findings (not statistics): 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. Review of 39 studies 54% conducted in the last year.
  • 13. Type of Knowledge /Retention % Higher Declarative 11% Procedural 14% Retention 9% Percentages of Impact Over Traditional Training
  • 14. Type of Knowledge /Retention % Higher Declarative 11% Procedural 14% Retention 9% Percentages of Impact Over Traditional Training 17% Higher than Lectures 5% Higher than Discussion
  • 15. Percentages of Impact Type of Knowledge /Retention % Higher Declarative 11% Procedural 14% Retention 9% It wasn’t the game, it was level of activity in the game. In other words, the engagement of the learner in the game leads to learning.
  • 16. 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)
  • 17. Virtual Worlds are the Ideal Environment for Engagement
  • 18. Games can promote pro- social behaviors.
  • 19.
  • 20.
  • 21. First Experiment indicated that playing the game Darfur is Dying resulted in a greater willingness to help the Darfurian people than reading a text conveying same information. Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.
  • 22. Second Experiment indicated that playing the game Darfur is Dying resulted in a greater role taking and willingness to help than either game watching or text reading. Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.
  • 23. Fostering Pro-Social Behavior Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior. Journal of Personality and Social Psychology. Vol. 98 . No. 2., 211-221.
  • 24. 28% helped to pick up pencils
  • 25. 33% helped to pick up pencils
  • 26. 67% helped to pick up pencils
  • 30. Games Must be Embedded into the Curriculum to be Effective for Learning.
  • 31. Engagement PedagogyGame Educational Simulation 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
  • 32. 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. 1. Teach & talk about what will be learned. 2. Explore Virtual World. 3. Debrief about what was learned.
  • 33. Games are more effective than traditional instruction when multiple sessions are involved. I would argue…Virtual Worlds are also more effective with multiple sessions.
  • 34. 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.
  • 35. Games are more effective than traditional instruction when players work in groups.
  • 36. 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. 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
  • 37. What elements lead to learning in virtual worlds?
  • 38. 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.”
  • 39. Third Person View Carey, B. (2007) This is Your Life (and How You Tell it). The New York Times. And Sestir, M. & Green, M. C. (2010). You are who you watch: Identification and transportation effects on temporary self-concept. Social Influence, 5, 272-288 and research by Libby, L.K., Shaeffer, E.M., Eibach, R.P., & Slemmer, J.A. ( 2007) Picture yourself at the polls: Visual perspective in mental imagery affects self-perception and behavior. Psychological Science. Vol. 18: 199-203.
  • 40. “Seeing oneself as acting in a movie or a play is not merely fantasy or indulgence; it is fundamental to how people work out who it is they are, and may become.” Ben Casey
  • 41. 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
  • 42. 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.
  • 43. 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
  • 44. Story
  • 45. Story
  • 46. 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.
  • 47. 1) Create challenges in the virtual world. 2) Use the virtual world environment to tell stories. 3) The avatar is an important element in virtual world learning. 4) The third person perspective in a virtual world is important for learning. 5) Virtual worlds are more effective than traditional instruction when players work in groups. 6) Virtual worlds are more effective for learning when multiple sessions are involved. 7) Embed the use of the virtual world as a natural part of the curriculum. 8) Virtual Worlds can influence people to behave in a pro-social manner. 9) Engagement is what leads to learning. Reaching the Engagement Horizon
  • 48. 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
  • 49. Questions/More Information • Email: karlkapp@gmail.com • Web Site: www.karlkapp.com • Twitter: @kkapp • Pinterest: Gamification Happenings • BLOG: http://karlkapp.com/kapp-notes/ • Facebook: http://www.facebook.com/gamificationLI Follow me… @kkapp