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The Case of the Disengaged Distant Learner. (Gamification)

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Presentation describes methods that can be used to engage distant learners via gamification techniques.

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The Case of the Disengaged Distant Learner. (Gamification)

  1. 1. Twitter:@kkapp Gamification of Learning By Karl M. Kapp USDLA Keynote May 5, 2016 Professor , Bloomsburg University Author: Gamification of Learning and Instruction
  2. 2. Related Resources… Lynda.com Course: Gamification of LearningYouTube Video Web Site:www.karlkapp.com Books
  3. 3. For: Notes/Slides Additional Ideas www.karlkapp.com www.karlkapp.com/kapp-notes
  4. 4. Let’s Get Started
  5. 5. What game elements are used?
  6. 6. USDLA Lunchtime Theatre Presents
  7. 7. The Case of the
  8. 8. t was a quiet Monday morning, very quiet, really quiet… almost too…
  9. 9. Then, out of nowhere, she flew into my office, like a Dean who had a problem that needed solved … Hi Dean.
  10. 10. I have a problem that needs to be solved.
  11. 11. We need more engagement. She wanted to increase online student engagement and have more interactive learning for our online students.
  12. 12. You came to the right instructor that’s what I do…
  13. 13. Yeah, I know…that’s why I hired you. Ugh.. Now take the new person here and go ask Clyde, he went to a conference on the subject.
  14. 14. For some reason, she didn’t seem bothered by the fact that she was breaking the school’s no smoking policy…
  15. 15. Here’s where you come in. Help me figure out the clues …and fast.
  16. 16. Choose your disguise…
  17. 17. Stakes are high and time is short.
  18. 18. Online Students not Engaged? Why? Learning Eagle May 11, 2016See Section F for Coupons USDLA Called Into Action! By Harry James St. Louis, MO– 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…
  19. 19. We need to find Ivan…the Informant...
  20. 20. I knew one of his old haunts…
  21. 21. He was about as friendly as a fly at a fly strip convention. Hello, Clueless…
  22. 22. Look I am going to ask you some questions, the right answer gives you a clue to interactive online learning. He was about as friendly as a fly at a fly strip convention.
  23. 23. What do you and your detectives here have to say about this?
  24. 24. Are Game-based Learning and Gamification are the same thing? Are Games and Gamification are the same thing?
  25. 25. Enter Question TextNext clue, how many types of gamification are there?
  26. 26. There are two types of gamification.
  27. 27. He grabbed his typewriter and made some notes to explain to me the difference between the two types of gamification.
  28. 28. 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
  29. 29. 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
  30. 30. Ivan then grabbed his laptop to show me a demonstration of the two types.
  31. 31. First Structural Gamification….
  32. 32. Gamification The concept of gamification Consists of many different elements. These elements can include: • Story • Character • Mystery • Curiosity • Curve of Interest • Surprise • Chance • Points • Badges Screen captures courtesy of MindTickle….
  33. 33. Then he demonstrated content gamification....
  34. 34. It was a little like déjá vu ….this content gamification…..
  35. 35. It has elements of story, characters and content that was altered to be more game-like…
  36. 36. Twittermission
  37. 37. Welcome back detectives, let me tell you about a robust educational phenomenon called “Spaced Retrieval” Sometimes called “Distributed Practice.”
  38. 38. Let me tell you about a study using a randomized control group in a trial 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
  39. 39. 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 “Avoid snacks while watching TV; you may overeat.” “Use stairs instead of an Elevator” “Take stairs instead of elevator.” “Don’t eat while watching TV.
  40. 40. Lowered risk of developing Type 2 diabetes by 36%. 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
  41. 41. Now let me tell you about this thing called “Retrieval Practice.”
  42. 42. Require students to recall content to enhance learning. In other words, use testing to reinforce learning—not just for evaluation.
  43. 43. “Retrieval Practice” alone can provide improved recall performance by as much as 10-20%.
  44. 44. Combining Spaced Retrieval and Retrieval Practice is really powerful. One study in the subject of Anatomy and Physiology revealed retention benefits of between 35% and 61% with average of 41%. 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. 45. Ivan had another question for me…I was the one who was supposed to be ask’n questions…. Fact or Fishy? Learners remember facts better when presented in a bulleted list rather than presented in a story?
  46. 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. 47. 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.
  48. 48. Zombie Sales Apocalypse!©
  49. 49. Thanks, Ivan.Get out of here…. This mystery of interactive learning was starting to take shape…
  50. 50. Let’s brief the Dean on what we know so far…
  51. 51. So what have we learned?
  52. 52. So far, so good. Follow the next clue on the matchbook I found in my desk drawer….
  53. 53. I arrived at the place on the matchbook, as shady as a clump of oaks caught in an eclipse…
  54. 54. Enter Question TextHmm… What could this location and clue mean??? Tell me. Does engaging instruction start with:
  55. 55. Action draws in the learner and encourages further engagement.
  56. 56. Too often instruction is about the content and not about interacting or engaging with the content.
  57. 57. Make the learner do something Answer a question Identify a procedure. Make a decision. Solve a mystery. Confront a challenge. Pick a team.
  58. 58. 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)
  59. 59. Create Open Loops Law & Order
  60. 60. Time for a recap with the boss…she looked a little frantic…she wanted to know one more thing.
  61. 61. I want to know one more thing. What game elements can engage learners?
  62. 62. What game elements did we encounter today that can engage learners?
  63. 63. Any Others?
  64. 64. Great stuff, you folks really seemed to have cracked the case as to what makes engaging learning.
  65. 65. Let me give you one more example.
  66. 66. ExactTarget is a global marketing organization focused on digital marketing tools – email, mobile, and web and was recently purchased by Salesforce.com. ExactTarget is a leading cloud marketing platform used by more than 6,000 companies including Coca- Cola, Gap and Nike.
  67. 67. Introducing a new product, MobileConnect and wanted to bring the sales force up-to-speed on the features and functionality of the product.
  68. 68. VENDOR http://www.theknowledgeguru.com/
  69. 69. “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.” Player Results
  70. 70. 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 prior to MobileConnect, the sales team built the quickest pipeline for this product.
  71. 71. I thought my work was done but then….I found another pack of matches on my way home…
  72. 72. But we’ll have to leave that mystery for another presentation….
  73. 73. How did you do?
  74. 74. What game elements went into this design?
  75. 75. 1) Story/Genre 2) Polling/Audience Input 3) Teams 4) Mystery/Curiosity 5) Characters 6) Competition 7) Group Particpation 8) Action
  76. 76. QUESTIONS?
  77. 77. The End
  78. 78. Credits: Detective Artwork Courtesy of Vanessa Bailey Typewriter is MS Clip Art Audience Response Devices by PollEverywhere Demo of Gamification Software by MindTickle
  79. 79. Related Resources… Lynda.com Course: Gamification of LearningYouTube Video Web Site:www.karlkapp.com Books
  80. 80. For: Notes/Slides Additional Ideas www.karlkapp.com www.karlkapp.com/kapp-notes

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