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Gamification of Learning
         and Instruction




                  By Karl M. Kapp
                  Learning 3.0 Conference
                  Bloomsburg University
Twitter:@kkapp    October 24, 2012
Google “Kapp Notes”




                 2012 New Book:
   “The Gamification of Learning and Instruction”

    September 2011 Training Quarterly Article
Improving Training: Thinking Like a Game Developer


  September 2012 Training Quarterly Article
Five Gaming Elements for Effective e-Learning
Agenda

          1                                   2
                               How do you apply game-based strategies
What does research say about   to the presentation of learning content?
games and game elements for
learning?


                                                        ractivit
                               3                   Inte
                                                   y
                                                    Games
                What elements from games can be
                added to traditional e-learning?    Gam   ificati
                                                    on
Are games/simulations
effective for learning?

   How does Gamification fit
       into all of this?
Let’s Play
Fact or Fishy…
Rules      Take out
• A statement is presented        your text-
  – If “true” indicate: FactX     machines
  – If “false” indicate: FishyX
• Text Response:

   Standard Texting Fees
          Apply!
Simulation/games have to be entertaining to be
                          educational?




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.”
FISHY!




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.”
Simulation/games build more confidence for
           on the job application of learned knowledge
                    than classroom instruction.




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.”
Fact, 20% higher
             confidence levels.




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.”
In a Meta-Analysis…

Knowledge retention for
game/simulation was 17%
higher than a lecture.


 Is that Fact    or Fishy?
Fact!
            Delivery Method vs.                                                  % Higher
            Game/Simulation
            Lecture                                                                       17%
            Discussion                                                                    5%



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.”
Fact!
                 Retention/                                      % Higher
                 Type of
                 Knowledge
                 Retention                                                   9%
                 Declarative                                                11%
                 Procedural                                                 14%
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.”
Fact!
                  Retention
      It wasn’t the game, it was                                 % Higher
    level of activity in the game.
                           Type of
                           Knowledge
                           Retention           9%
                                           In other words, the
                           Procedural engagement of the learner in
                                              14%
                                       the game leads to learning.
                           Declarative        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.”
Example




          Image Courtesy of Enspire Learning
Evidence-Based Recommendations
1) Use a game/simulation to provide a context for the
   learning.

2) Don’t focus on “entertainment.”

3) Carefully craft the simulation/game to provide
   opportunities to increase engagement and interactivity to
   increase learning.
Wait a minute,
    games can be
     expensive.                Level of Interactivity
     Type of                Low       Medium       High      Type of
    Game Play                                               Knowledge
    (Customer                                                 Taught
   Development)

Exploration/Simulation     $25,000-   $35,000-   $50,000-    Problem-
Engine/Free Play Area      $35,000    $50,000    $150,000     Solving
Branching story, On-Line   $10,000-   $15,000-   $30,000-   Conceptual
Board Games                $15,000    $30,000    $50,000    Knowledge/
                                                               Rules
Matching, Trivia Games,    $1,500-    $3,000-     $5,000-   Declarative
Drag and Drop Games        $3,000     $5,000      $20,000   Knowledge/
                                                            Fact/Jargon
Use game-based mechanics,
aesthetics and game thinking to
engage people, motivate action,
  promote learning, and solve
           problems.



  Gamificatio
  n
Gaming


            (Serious ) Games                                               Gamification

                   Simulations                                                Course Hero
Whole                                                                                          Part


                    Toys                                                      Playful Design


                    Legos                                                       iPhone

                                                         Playing
From Game Design Elements to Gamefulness: Defining “Gamification”, Deterding, S. et. al
http://www.coursehero.com/courses/
2 weeks after launching Courses (powered by gamification), CourseHero
received 350 suggested edits to existing courses and 122 requests for new
courses.

Another 68 people offered to augment existing courses by creating their
own course to be hosted on coursehero.com.
For Gamified courses, the time on site for the Courses are nearly
three times as long as time onsite for all of coursehero.com.

Social sharing of achievements increased nearly 400 percent in
three months.
… it’s not all about points, badges and progress bars.
20% increase in profile completion.
Elements of
Games that Aid
   Learning
•   Story
•   Character
•   Recognition
•   Levels
•   Challenges
•   Chance
•   Replayability
•   Aesthetics
•   Time
•   Continual Feedback
Elements of
Games that Aid
   Learning
•   Story
•   Character
•
•
      NOT Enough Time 
    Recognition
    Levels
•   Challenges
•   Chance
•   Replayability
•   Aesthetics
•   Time
•   Continual Feedback
Elements of
Games that Aid
   Learning

1. Feedback
2. Story
3. Characters
4. Fantasy
Feedback
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.
Games like The Sims provide feedback on
    many dimensions which provide
 opportunities to consider tradeoffs and
    higher level cognitive thinking.
Leaderboards provide
 opportunities for players to
receive feedback about their
performance as compared to
           others.



                                Comparative and
                                relative feedback
Focused Feedback encourages activity.
Story
Learners remember facts better…

When presented in a bulleted
list as opposed to when
presented in a story.


Is that Fact   or Fishy?
FISHY: Researchers have found that
  FISHY: Researchers have found that                    Yep, People tend to remember facts
                                                        Yep, People tend to remember facts
     the human brain has a natural
     the human brain has a natural                       more accurately if they encounter
                                                          more accurately if they encounter
   affinity for narrative construction.
   affinity for narrative construction.                 them in a story rather than in a list.
                                                         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
 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
 http://www.unc.edu/~mcgreen/research.html. Chapter 2 “The Gamification of Learning and
Instruction.
 Instruction.
Story Elements
  1. Characters

2. Plot (something has to happen).
  3. Ten s ion

   4. Resolution
                                                             te rs pr ob le m
                                     C ha ra ct er en co u n
                                                             n si on
  5. Conclusion                      Pr ob le m bu il ds te
                                                              re d
                                     A so lu ti on is of fe
                                                               te d /p os it iv e
                                     R es u lt s ar e pr es en
NikePlus Stats for Karl
Recommendations
• Embed facts to be learned in the context of stories.


• Use stories that are related to the context of the
  desired learning outcome.
We’ve Always W anted
     Characters
An on-screen character is
distracting to the learner..


Is that Fact    or Fishy?
FISHY: On transfer tests involving different word problems,
            the group who had a character generated 30% more
            correct answers than the group with 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.
Research indicates that learners perceive, interact socially
  with and are influenced by anthropomorphic agents
     (characters) even when their functionality and
                adaptability are limited.


      http://codebaby.com/elearning-solutions/examples/
Who is more likely to run 24 hours later?

A.Person who watched an avatar that did not
look like them running
B.Person who watched an avatar that looked
like them running
C.Person watching an avatar that looked like
them loitering /hanging out
Within 24 hours of watching an avatar like
                                       themselves run, learners were more likely to
                                        run than watching an avatar not like them
                                        or watching an avatar like them loitering .




Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology,
21 (3), 95-113.
If learners watch an avatar that looks
                                                like them exercising & losing weight,
                                               they will subsequently exercise more
                                                  in the real world as compared to a
                                                             control group.




Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology, 2
(3), 95-113.
Malone’s Theory of Intrinsically
    Motivating Instruction




Challenge    Fantasy      Curiosity
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.




                                      Image courtesy of Game On! Learning
Evidence-Based Recommendations
• Use characters/agents to model desired behavior.

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

• Fantasy is an acceptable and positive element for
  instructional games
Games can influence
people to behave in a
positive manner.


Is that Fact   or Fishy?
Fact: Games can influence
                people to behave in a positive
                           manner.




Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial 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.
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
22%
intervened
56%
intervened
1) Use a game/simulation to provide a context for the learning.
1) Use a game/simulation to provide a context for the learning.

2) Don’t focus on “entertainment.”
2) Don’t focus on “entertainment.”

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

4) Embed the game /simulation into the curriculum. Provide “set-up,”
4) Embed the game /simulation into the curriculum. Provide “set-up,”
   game-time and debrief.
   game-time and debrief.

5) Embed facts to be learned in the context of stories.
5) Embed facts to be learned in the context of stories.

6) Use stories that are related to the context of the desired outcome.
6) Use stories that are related to the context of the desired outcome.

7) Use characters/agents to model desired behavior.
7) Use characters/agents to model desired behavior.

8) Use characters/agents to provide feedback and instruction to learners.
8) Use characters/agents to provide feedback and instruction to learners.
QUESTIONS?




Contact Karl via
Twitter or email
                           Twitter:@kkapp
                           kkapp@bloomu.edu

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Learning 3.0 Training Magazine Presentation: Gamification of Learning & Instruction

  • 1. Gamification of Learning and Instruction By Karl M. Kapp Learning 3.0 Conference Bloomsburg University Twitter:@kkapp October 24, 2012
  • 2. Google “Kapp Notes” 2012 New Book: “The Gamification of Learning and Instruction” September 2011 Training Quarterly Article Improving Training: Thinking Like a Game Developer September 2012 Training Quarterly Article Five Gaming Elements for Effective e-Learning
  • 3. Agenda 1 2 How do you apply game-based strategies What does research say about to the presentation of learning content? games and game elements for learning? ractivit 3 Inte y Games What elements from games can be added to traditional e-learning? Gam ificati on
  • 4. Are games/simulations effective for learning? How does Gamification fit into all of this?
  • 6. Rules Take out • A statement is presented your text- – If “true” indicate: FactX machines – If “false” indicate: FishyX • Text Response: Standard Texting Fees Apply!
  • 7. Simulation/games have to be entertaining to be educational? 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.”
  • 8. FISHY! 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.”
  • 9. Simulation/games build more confidence for on the job application of learned knowledge than classroom instruction. 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.”
  • 10. Fact, 20% higher confidence levels. 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.”
  • 11. In a Meta-Analysis… Knowledge retention for game/simulation was 17% higher than a lecture. Is that Fact or Fishy?
  • 12. Fact! Delivery Method vs. % Higher Game/Simulation Lecture 17% Discussion 5% 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.”
  • 13. Fact! Retention/ % Higher Type of Knowledge Retention 9% Declarative 11% Procedural 14% 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.”
  • 14. Fact! Retention It wasn’t the game, it was % Higher level of activity in the game. Type of Knowledge Retention 9% In other words, the Procedural engagement of the learner in 14% the game leads to learning. Declarative 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.”
  • 15. Example Image Courtesy of Enspire Learning
  • 16. Evidence-Based Recommendations 1) Use a game/simulation to provide a context for the learning. 2) Don’t focus on “entertainment.” 3) Carefully craft the simulation/game to provide opportunities to increase engagement and interactivity to increase learning.
  • 17. Wait a minute, games can be expensive. Level of Interactivity Type of Low Medium High Type of Game Play Knowledge (Customer Taught Development) Exploration/Simulation $25,000- $35,000- $50,000- Problem- Engine/Free Play Area $35,000 $50,000 $150,000 Solving Branching story, On-Line $10,000- $15,000- $30,000- Conceptual Board Games $15,000 $30,000 $50,000 Knowledge/ Rules Matching, Trivia Games, $1,500- $3,000- $5,000- Declarative Drag and Drop Games $3,000 $5,000 $20,000 Knowledge/ Fact/Jargon
  • 18. Use game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems. Gamificatio n
  • 19. Gaming (Serious ) Games Gamification Simulations Course Hero Whole Part Toys Playful Design Legos iPhone Playing From Game Design Elements to Gamefulness: Defining “Gamification”, Deterding, S. et. al
  • 21.
  • 22.
  • 23. 2 weeks after launching Courses (powered by gamification), CourseHero received 350 suggested edits to existing courses and 122 requests for new courses. Another 68 people offered to augment existing courses by creating their own course to be hosted on coursehero.com.
  • 24.
  • 25.
  • 26. For Gamified courses, the time on site for the Courses are nearly three times as long as time onsite for all of coursehero.com. Social sharing of achievements increased nearly 400 percent in three months.
  • 27. … it’s not all about points, badges and progress bars.
  • 28. 20% increase in profile completion.
  • 29. Elements of Games that Aid Learning • Story • Character • Recognition • Levels • Challenges • Chance • Replayability • Aesthetics • Time • Continual Feedback
  • 30. Elements of Games that Aid Learning • Story • Character • • NOT Enough Time  Recognition Levels • Challenges • Chance • Replayability • Aesthetics • Time • Continual Feedback
  • 31. Elements of Games that Aid Learning 1. Feedback 2. Story 3. Characters 4. Fantasy
  • 33.
  • 34. 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.
  • 35. Games like The Sims provide feedback on many dimensions which provide opportunities to consider tradeoffs and higher level cognitive thinking.
  • 36.
  • 37. Leaderboards provide opportunities for players to receive feedback about their performance as compared to others. Comparative and relative feedback
  • 39. Story
  • 40. Learners remember facts better… When presented in a bulleted list as opposed to when presented in a story. Is that Fact or Fishy?
  • 41. FISHY: Researchers have found that FISHY: Researchers have found that Yep, People tend to remember facts Yep, People tend to remember facts the human brain has a natural the human brain has a natural more accurately if they encounter more accurately if they encounter affinity for narrative construction. affinity for narrative construction. them in a story rather than in a list. 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 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 http://www.unc.edu/~mcgreen/research.html. Chapter 2 “The Gamification of Learning and Instruction. Instruction.
  • 42. Story Elements 1. Characters 2. Plot (something has to happen). 3. Ten s ion 4. Resolution te rs pr ob le m C ha ra ct er en co u n n si on 5. Conclusion Pr ob le m bu il ds te re d A so lu ti on is of fe te d /p os it iv e R es u lt s ar e pr es en
  • 44.
  • 45. Recommendations • Embed facts to be learned in the context of stories. • Use stories that are related to the context of the desired learning outcome.
  • 46. We’ve Always W anted Characters
  • 47. An on-screen character is distracting to the learner.. Is that Fact or Fishy?
  • 48. FISHY: On transfer tests involving different word problems, the group who had a character generated 30% more correct answers than the group with 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.
  • 49. Research indicates that learners perceive, interact socially with and are influenced by anthropomorphic agents (characters) even when their functionality and adaptability are limited. http://codebaby.com/elearning-solutions/examples/
  • 50. Who is more likely to run 24 hours later? A.Person who watched an avatar that did not look like them running B.Person who watched an avatar that looked like them running C.Person watching an avatar that looked like them loitering /hanging out
  • 51. Within 24 hours of watching an avatar like themselves run, learners were more likely to run than watching an avatar not like them or watching an avatar like them loitering . Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology, 21 (3), 95-113.
  • 52. If learners watch an avatar that looks like them exercising & losing weight, they will subsequently exercise more in the real world as compared to a control group. Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology, 2 (3), 95-113.
  • 53. Malone’s Theory of Intrinsically Motivating Instruction Challenge Fantasy Curiosity
  • 54. 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. Image courtesy of Game On! Learning
  • 55. Evidence-Based Recommendations • Use characters/agents to model desired behavior. • Use characters/agents to provide feedback and instruction to learners. • Fantasy is an acceptable and positive element for instructional games
  • 56. Games can influence people to behave in a positive manner. Is that Fact or Fishy?
  • 57. Fact: Games can influence people to behave in a positive manner. Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial 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. Journal of Personality and Social Psychology. Vol. 98 No. 2., 211-221.
  • 58. 28% helped to pick up pencils
  • 59. 33% helped to pick up pencils
  • 60. 67% helped to pick up pencils
  • 61.
  • 64. 1) Use a game/simulation to provide a context for the learning. 1) Use a game/simulation to provide a context for the learning. 2) Don’t focus on “entertainment.” 2) Don’t focus on “entertainment.” 3) Carefully craft the simulation/game to provide opportunities to increase 3) Carefully craft the simulation/game to provide opportunities to increase engagement and interactivity to increase learning. engagement and interactivity to increase learning. 4) Embed the game /simulation into the curriculum. Provide “set-up,” 4) Embed the game /simulation into the curriculum. Provide “set-up,” game-time and debrief. game-time and debrief. 5) Embed facts to be learned in the context of stories. 5) Embed facts to be learned in the context of stories. 6) Use stories that are related to the context of the desired outcome. 6) Use stories that are related to the context of the desired outcome. 7) Use characters/agents to model desired behavior. 7) Use characters/agents to model desired behavior. 8) Use characters/agents to provide feedback and instruction to learners. 8) Use characters/agents to provide feedback and instruction to learners.
  • 65. QUESTIONS? Contact Karl via Twitter or email Twitter:@kkapp kkapp@bloomu.edu

Hinweis der Redaktion

  1. First introduced to me by Sebastian Deterding
  2. 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
  3. Cognitive, Behavioral, Affective