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Creating Learner 
Engagement Through 
Gamification
By Karl M. Kapp
Bloomsburg University
Gamification of Learning &Instruction 
EMAIL: kkapp@bloomu.edu
TWITTER: @kkapp
BLOG: http://karlkapp.com/kapp‐notes/
Covert Takeaway Challenge
Notes
Slides
Additional Ideas
www.karlkapp.com/kapp-notes
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, 16 Nov 2006
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, by 2011
Palm was done.
ENIAC's main control panel
4

2
3
What variables do I
balance to keep my
person happy?
Work Life Harmony

How should I
manage my time?
What leadership
strategy should I
use?
Not another 
online 
lecture.
Sorry, had you 
on mute, could 
you repeat the 
question.
I am going to 
need more 
coffee.
“Study of 2,300 people found only 6% of 
organizations are successful in influencing 
behavior change among employees.”
‐‐Al Switzler
New
Instructional
Approaches
are Needed
Gamification
Gamification
Lots of Hype
Gartner Group predicts by 2015,  40 percent 
of Global 1000 organizations will use 
gamification as the primary mechanism to 
transform business operations.
Gartner Group predicts that by 2014, 80 
percent of current gamified applications 
will fail to meet business objectives, 
primarily due to poor design.
What is this “game” stuff?
Gamification is
the use of gaming
elements
integrated into a
training program
aligned goals to
promote change
in behavior

Game-based
Learning is the
use of a game to
teach knowledge,
skills and abilities
to learners using
a self-contained
space.

Simulation
Learning is a
realistic, controlledrisk environment
where learners can
practice specific
behaviors and
experience the
impacts of their
decisions.
Adding points, badges and
leaderboard to any training
does not instantly make it
awesome!
Fishy… if it was that easy…this would be the most engaging 
game in the world.
20% increase in profile completion.
What can you do?

Intelligently add game elements to
instruction. Use points, rewards
and badges to convey
meaning…not simply completion.
Gamification
Elements that
Aid Learning

1. Story
2. Challenge
3. Mystery
4. Characters/Avatar
5. Challenge
6. Levels
7. Feedback
8. Replayability
9. Freedom to Fail
10.Asethetics
11.Time
12.Rewards
Gamification
Elements that
Aid Learning

1. Story
2. Challenge
3. Mystery
4. Characters/Avatar
5. Challenge
6. Levels
7. Feedback
8. Replayability
9. Freedom to Fail
10.Asethetics
11.Time
12.Rewards

NOT Enough Time 
The Dragon Slayer Mission
Rules
• A statement is presented
– Choose the best response

• Text Keyword Response:
– To 37607

Standard Texting Fees 
Apply! 

Take out 
your text‐
machines
How To Respond via Texting

Amaze
Inamaze
alright

TIPS

1. Polleverywhere has no access to your phone number
2. Capitalization doesn’t matter, but spaces and spelling do

Amaze
The Dragon Slayer Mission
You are a game designer at ABC 
Corporation which has hit some hard times lately. 
As a game development company, we
are competing for a major project.
So we are going to break into teams
and see which team earns the right
to work on the project.

The game is about
slaying dragons.
Each team will be confronted with a
series of questions. The team that
answers the questions correctly wins
the work.
What about the other team?
Losers polish off their resumes
and hit the pavement. Times
are tight.
Harsh!
Let’s get started. Divide
into teams.
Two Development Teams

teama

teamb
First decision about this dragon slaying
game is how to start the game…what
should the players first in-game
experience be?
We have two choices, Begin:
by telling the player three things he/she needs
to know about slaying dragons.
or
with a fight between the player and a small,
dangerous dragon.
Why does this answer make
sense?

Action draws in the player right away.
Slaying dragons is fun.
Creates an awareness of the unknown.
Good game designers know that games
are engaging because they require action
right away.

Action is not passive, it draws in the
player and encourages further
engagement. Start by battling the small
dragon.
Ok, next decision.

Provide a map with the location of all
the dragons.
or
Reveal location information about the
dragons only discovered.
A sense of suspense, mystery and
intrigue draws people into games.
Inevitably, when playing a game,
players become curious. It is always a
good idea to build curiosity into a
game. Reveal locations and information
“as needed.”
Why did you make this choice?

Curiosity evokes cognitive dissonance.
or
Not knowing everything at once is fun.
Here are some of my
notes on the subject.
OK, next decision, should we:
Make the game easy so we don’t discourage the
players.
or
Make the game challenging, knowing some
players will fail the first few times.
It needs to be challenging.

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.”
In fact, give them the
Kobayashi Maru of challenges.
Harsh!
Look! Good games give players a set of
challenging problems and let them solve those
problems until they can do it automatically.

Then those same games throw a new class of
problem at the players requiring them to rethink, their now—taken for granted—mastery.
They must learn something new and integrate
into their old mastery.
Well said!
Actually, my good friend James Paul
Gee said those words, I’m quoting
him.
Always good to cite
sources!
Well, the next decision, should we:
Put the player at risk, they could die at any
moment.
or
Let the player safely explore the environment.
Seriously, you are asking me
this question. The player needs
to be at risk.
No risk, or danger equal no skin in
the game.
Get the player emotionally involved
by putting him or her at “mock”
risk.
Last decision, should we:
Give player choices about what level to enter
the game.
or
Create one path for every player.
Choices, players need choices. Look,
let me tell you what motivates
people.
People are motivated when they have
autonomy, mastery and relatedness.
Hey, isn’t that the Self-Determination Theory?
Why, yes…yes it is.
Ok, so which team won?
Well, there all winners to me….
Ugh….
How about a re-cap…
Here are five tips to help an instructional
designer to think like a game designer:
1)
2)
3)
4)
5)

Begin with activity
Create curiosity, mystery, intrigue
Create a challenge for the learner
Put learners at “mock” risk
Give learners choices
In addition, we used some
other elements to help you
learn about gamification:
Story
Characters
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. 
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
Putting it All Together
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.
Introducing a new product, MobileConnect and 
wanted to bring the sales force up‐to‐speed on the 
features and functionality of the product.
VENDOR
http://www.theknowledgeguru.com/
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 prior to 
MobileConnect, the sales team built the quickest pipeline for this 
product.
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.
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.
One study 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
Agenda
• Five Bottom Line Case Studies
– Retail
– Marketing Product
– On Boarding

• Quick Engagement Case Studies
• Lessons Learned
Pep Boys has over 700 stores in 35 states and 
Puerto Rico; those stores have more than 7,000 
service bays. Does over $2 billion dollars of 
business a year by focusing on meeting the needs 
of the do‐it‐yourself crowd as well as people who 
come in for routine and emergency services and 
sales to professional garages. 
Associates received daily reinforcement of 
the monthly safety and loss prevention 
training.

In a quiz‐type game, associates answer quick, 
targeted questions related to risk, loss 
prevention, safety, and operational policies 
and procedures—standard questions in these 
areas. 
If they answered correctly, they played a slot‐
machine game titled “Quiz to Win” for a chance to 
win cash prizes

If answered incorrectly, the system immediately 
presented a short training piece designed to 
specifically address the topic covered in the initial 
question. Questions repeated at various intervals 
until the associate demonstrated mastery of the 
topic. 
Business Results
• Voluntary participation rate of over 95 %. 
• Safety incidents and claim counts reduced by more than 45% 
with an increase in the number of stores and employees. 
• Reduction in shrinkage has been at a level of 55 %.
• In the case of internal loss, each time a burst of content related 
to employee theft is pushed out, they see at least a 60% 
increase in their “Integrity Pays” hotline calls, resulting in a 
direct reduction in inventory loss.
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
“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
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
Covert Takeaway Challenge
Copy of Slides and Notes available at
www.karlkapp.com

Contact Karl at:
kkapp@bloomu.edu
Covert Takeaways
•
•
•
•

Learning should be engaging.
Stories provide a context for learning.
It is ok for a learner to struggle.
Simply adding points, badges and 
leaderboards does not make learning 
effective. 

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