Renowned gamification author, speaker and professor, Karl Kapp joins Axonify CEO Carol Leaman to explore current myths surrounding gamification in corporate learning.
To view the full recording, visit http://www.axonify.com/gamificationwebinar
2. Some Housekeeping Details
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2
Axonify Confidential
3. Agenda & Speakers
Karl Kapp
Author & Professor of
Instructional Technology
Bloomsburg University
• Some Myths in History
• Fact or Myth Game
• Gamification in Action
Carol Leaman
CEO
Axonify
• Q&A
9. We’ve learned and struggled for a few years
here figuring out how to make a decent
phone. PC guys are not going to just figure
this out.
They’re not going to just walk in.
Palm CEO Ed Colligan
November 16, 2006
10. This is our best iPhone
Launch yet – more than
9 million new iPhones
sold – a new record for
first weekend sales.
Tim Cook
2013
Palm sold to HP in 2010,
2011 Palm was done.
14. What is this “game” stuff?
The use of gaming
elements integrated into
a training program
aligned with corporate
goals to promote change
in behavior.
Gamification
The use of a game to
teach knowledge, skills &
abilities to learners using
a self-contained space.
Game-based
Learning
A realistic, controlled-risk
environment where
learners can practice
specific behaviors &
experience impacts of
their decisions.
Simulation
Learning
15. Gamification
Gamification is using gamebased mechanics, aesthetics
and game thinking to engage
people, motivate action,
promote learning and solve
problems.
29. Simulation/games do not have to be entertaining to
be educational.
Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computerbased simulation games. Personnel Psychology .
30. Impact
Retention
Type of Knowledge
Retention
Procedural
Declarative
% Higher
9%
14%
11%
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.”
31. Impact
It wasn’t the game, it was level
of activity in the game.
Retention
Type of Knowledge
Retention
Procedural
Declarative
% Higher
9%
14%
11%
In other words, the engagement
of the learner in the game leads
to learning.
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.”
35. At Pep Boys
• 19,000 employees, 700
stores, 7,000 service bays
• In arcade-style games,
associates answer quick,
targeted questions
related to risk, loss
prevention, safety and
operational policies and
procedures
43. Gamification is here to stay!
Gartner predicts by 2015, 40 percent of
Global 1000 organizations will use
gamification as the primary mechanism to
transform business operations.
44. Gamification is here to stay!
Gartner predicts by 2015, 40 percent of
Global 1000 organizations will use
gamification as the primary mechanism to
transform business operations.
The overall market for gamification tools,
services & applications is projected to be
$5.5 billion by 2018 (M2 Research).
45. Gamification is here to stay!
Gartner predicts by 2015, 40 percent of
Global 1000 organizations will use
gamification as the primary mechanism to
transform business operations.
The overall market for gamification tools,
services & applications is projected to be
$5.5 billion by 2018 (M2 Research).
According to new research from Gabe
Zichermann, founder and chief executive at
Dopamine Inc., employers who implement
gamification techniques internally can increase
productivity of their employees by 40%.
46. Poll #6
Adding points, badges and leaderboards to
any training makes it awesome!
A. Fact
B. Myth
47. Poll #6
Adding points, badges and leaderboards to
any training makes it awesome!
A. Fact
B. Myth
49. Two Powerful Instructional Phenomenon
Retrieval Practices
(Questioning Format)
Spaced Repetition
(Interval Reinforcement)
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.
50. 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
51. 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
52. “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
53. 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
54. What can you do?
Intelligently add game elements to
instruction. Use points, rewards and
badges to convey meaning…not simply
completion.
Use feedback to inform learners of
errors in thinking and to focus them on
the task they are learning.
57. Type of
Game Play
(Customer
Development)
Type of
Knowledge
Taught
Level of Interactivity
Low
Medium
High
Exploration/Simulation
Engine/Free Play Area
$25,000$35,000
$35,000$50,000
$50,000$300,000
Problem-Solving
Branching story, On-Line
Board Games
$10,000$15,000
$15,000$30,000
$30,000$50,000
Conceptual
Knowledge/
Rules
Matching, Trivia Games,
Drag and Drop Games
$1,500$3,000
$3,000$5,000
$5,000$20,000
Declarative
Knowledge/
Fact/Jargon
58. Gamification Elements that Aid Learning
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
Story
Challenge
Mystery
Characters/Avatar
Challenge
Levels
Feedback
Replayability
Freedom to Fail
Asethetics
Time
Reward Structures
Start with choice on what game you’d like to play.
Start with choice on what game you’d like to play.
Challenge
Additional challenge
Instant feedback and points
Reward - choices
Reward - choices
Competition and ranking – group recognition.
Analytics
QuestionTotal Agree/Strongly AgreeTotal ResponsesOverall PercentageI like the ranking system and competing with my peers for top score30135983.8%The gaming approach to learning kept me coming back frequently to participate27835877.7%The gaming approach to learning was effective26931485.7%