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Karl Kapp
Professor, Bloomburg University
Author: Gamification of Learning
and Instruction
Follow on Twitter: @kkapp
Gamification by
the Numbers
Housekeeping
The event is
being
recorded
Use the Q&A
window
The Polling function
Follow on Twitter: #GamifiedLearning
@kkapp | @Axonify
Introducing: Karl Kapp
• Professor of Instructional Technology and the
Director of the Institute for Interactive
Technologies – Bloomsburg University
• The Gamification of Learning – Lynda.com
• Author: The Gamification of Learning and
Instruction
• Contributor: Learning Solutions Magazine, ATD,
Chief Learning Officer
Related Resources
Books YouTube Video www.karlkapp.com
Lynda.com Course
Gamification of
Learning
Gamification
Workbook
Separating Fact
From Fiction – CLO
Magazine
Gamification by the Numbers
Review
•  6 pieces of demographic information
•  3 meta-analysis research studies
•  1 case study
•  2 original research studies
What do we know?
55%of teachers use games
in the classroom on a
weekly basis.
- Teachers Surveyed 2013
20%of corporations use
games for learning.
- Association for Talent
Development 2014
By 2020, learning or “serious”
games is predicted to reach
$5.5Billion
(CAGR = 16%)
- Serious Game 2015
FACT: Gamification is something you need to pay attention to.
Poll Question #1
What percentage of adults over 50
play video games?
28%
38%
48%
68%
Poll Question #1
What percentage of adults over 50
play video games?
28%
38%
48%
68%
	
  Gamers	
  Over	
  50:	
  You’re	
  Never	
  Too	
  Old	
  to	
  Play	
  h#p://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf	
  	
  
80% of gamers over 50 play on a weekly basis.
70%
40%
24%
Laptop Mobile Device Console
	
  Gamers	
  Over	
  50:	
  You’re	
  Never	
  Too	
  Old	
  to	
  Play	
  h#p://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf	
  	
  
80% of gamers over 50 play on a weekly basis.
70%
40%
24%
Laptop Mobile Device Console
	
  Gamers	
  Over	
  50:	
  You’re	
  Never	
  Too	
  Old	
  to	
  Play	
  h#p://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf	
  	
  
45% play daily.
Games they play
56%
52%
24%
Card/Tile Puzzle/Logic Word/Trivia
Board Games
	
  Gamers	
  Over	
  50:	
  You’re	
  Never	
  Too	
  Old	
  to	
  Play	
  h#p://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf	
  	
  
Poll Question #2
What percentage of Americans play video
games for 3 hours or more a week?
12%
42%
62%
82%
Poll Question #2
What percentage of Americans play video
games for 3 hours or more a week?
12%
42%
62%
82%
The	
  2015	
  Essen?al	
  Facts	
  About	
  the	
  Computer	
  and	
  Video	
  Game	
  Industry	
  was	
  released	
  by	
  the	
  Entertainment	
  SoHware	
  Associa?on	
  (ESA)	
  in	
  April	
  
2015.	
  The	
  annual	
  research	
  was	
  conducted	
  by	
  Ipsos	
  MediaCT	
  for	
  ESA.	
  Data	
  was	
  gathered	
  from	
  more	
  than	
  4,000	
  American	
  households.	
  	
  
Translates into 155 million
Americans
44%of gamers are female.
43average age of frequent
female game player.
Women age 18 or older represent
a significantly greater portion of
the game-playing population (33%)
than boys, age 18 or younger
(15%).
Women and Game Play
Poll Question #3
How much more effective are games
for learning than lectures?
7%
17%
27%
37%
Poll Question #3
How much more effective are games
for learning than lectures?
7%
17%
27%
37%
Simulation/games are 17% more effective than
lecture and 5% more effective than discussion.
Retention/Type of
Knowledge
% Higher
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.”
A meta-analysis of 225 studies of
(STEM) undergraduate courses showed
that active learning increased the
average examination scores by 6%, and
that students in classes with
traditional lecturing were 1.5 times
more likely to fail.
Ac?ve	
  learning	
  increases	
  student	
  performance	
  in	
  science,	
  engineering,	
  and	
  mathema?cs	
  
Sco#	
  Freemana,1,	
  Sarah	
  L.	
  Eddya,	
  Miles	
  McDonougha,	
  Michelle	
  K.	
  Smithb,	
  Nnadozie	
  Okoroafora,	
  Hannah	
  Jordta,	
  
and	
  Mary	
  Pat	
  Wenderotha.	
  PNAS	
  Early	
  Edi?on	
  (Proceedings	
  of	
  the	
  Na?onal	
  Academy	
  of	
  Sciences)	
  
24 studies analyzed to answer the question:
Does Gamification Work?
J.	
  Hamari,	
  J.	
  Koivisto	
  and	
  H.	
  Sarsa,	
  "Does	
  Gamifica?on	
  Work?	
  -­‐-­‐	
  A	
  Literature	
  Review	
  of	
  Empirical	
  Studies	
  on	
  
Gamifica?on,"	
  2014	
  47th	
  Hawaii	
  Interna1onal	
  Conference	
  on	
  System	
  Sciences,	
  Waikoloa,	
  HI,	
  2014,	
  pp.	
  3025-­‐3034.	
  doi:	
  
10.1109/HICSS.2014.377	
  
URL:	
  h#p://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6758978&isnumber=6758592	
  
Yes, but…
•  Depends on context and user characteristics
•  In other words:
– Who is participating?
– Where are they participating?
– What is their motivation?
– How does the gamified system function?
J.	
  Hamari,	
  J.	
  Koivisto	
  and	
  H.	
  Sarsa,	
  "Does	
  Gamifica?on	
  Work?	
  -­‐-­‐	
  A	
  Literature	
  Review	
  of	
  Empirical	
  Studies	
  
on	
  Gamifica?on,"	
  2014	
  47th	
  Hawaii	
  Interna1onal	
  Conference	
  on	
  System	
  Sciences,	
  Waikoloa,	
  HI,	
  2014,	
  
pp.	
  3025-­‐3034.	
  doi:	
  10.1109/HICSS.2014.377	
  
URL:	
  h#p://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6758978&isnumber=6758592	
  
Also…
•  Problems with studies:
–  Many had N of 20 or less
–  Many were qualitative
–  Many relied solely on user evaluation
J.	
  Hamari,	
  J.	
  Koivisto	
  and	
  H.	
  Sarsa,	
  "Does	
  Gamifica?on	
  Work?	
  -­‐-­‐	
  A	
  Literature	
  Review	
  of	
  Empirical	
  Studies	
  
on	
  Gamifica?on,"	
  2014	
  47th	
  Hawaii	
  Interna1onal	
  Conference	
  on	
  System	
  Sciences,	
  Waikoloa,	
  HI,	
  2014,	
  
pp.	
  3025-­‐3034.	
  doi:	
  10.1109/HICSS.2014.377	
  
URL:	
  h#p://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6758978&isnumber=6758592	
  
Gamification in the real world:
Toyota Motor Sales
Fuel your people + Power your organizations | 23
Toyota Motor
Sales USA
•  The US sales, distribution
and marketing unit for
Toyota, Lexus and Scion
brands
•  Over 1,500 dealerships
throughout the US
Challenges
•  Consumers have become so well educated that they often
arrive in the showroom knowing more than the sales reps
•  Traditional methods of imparting sales knowledge (webinars,
videos, in-person classroom, eLearning) weren’t sticking
•  How to encourage individuals to participate in learning when
they don’t technically work for you?
In 2014, Toyota Motor Sales USA launched the
Axonify adaptive microlearning platform to their
25,000 dealer reps across the US.
Fuel your people + Power your organization | 26
The Platform’s Game Mechanics Include:
•  Game Play
•  Leaderboard
•  Rewards
•  Coaches
•  Social
•  Report Card
Fuel your people + Power your organization | 28
Learners log in multiple times a
week for a 3-5 minute microlearning
experience that is based on
cognitive research (i.e. spaced
repetition) and wrapped in
gamification.
Fuel your people + Power your organization | 29
The learner selects a game.
Brain games, arcade style, team
challenges etc.
Fuel your people + Power your organization | 30
Microlearning content in the
form of questions pop out of
the game.
Fuel your people + Power your organization | 31
The platform’s adaptive engine delivers
content based on what the learner
knows and doesn’t know to move them
towards mastery.
Fuel your people + Power your organization | 32
The learner selects his/her level of
confidence (another cognitive tool).
Fuel your people + Power your organization | 33
Learning is reinforced with a response
from his/her preselected coach and a
description that can link off to
additional information.
Learners earn points
Fuel your people + Power your organization | 34
The ability for the learner to see
progress and achievements.
Fuel your people + Power your organization | 35
Personal report card that show
progress and answer patterns.
Fuel your people + Power your organization | 36
Individual and team leaderboards.
Fuel your people + Power your organization | 37
Reward auction and “spin to win” built
into the platform.
Fuel your people + Power your organization | 38
As a business or team lead you have
access to reports and analytics.
“We like this app. Our
consultants do too and we
believe that it not only helps
their product knowledge,
but their confidence as well,
leading to better
performance.
- Ryan Garner, GSM Checkered
Flag Toyota, Virginia Beach, VA
“What I love about Axonify is that we’re using it to focus on
knowledge. Knowledge is the result of great learning practices and
Axonify is a great tool for that.”
Mia Phillips
National Manager of Dealer Education Strategy & Digital Solutions
3-4 x /
week 2
Participation Results
Vehicles/Month
Increase in Sales
Frequency
Rate
Fuel your people + Power your organization | 39
12.2%
Knowledge
Lift
“We like this app. Our
consultants do too and we
believe that it not only helps
their product knowledge,
but their confidence as well,
leading to better
performance.
- Ryan Garner, GSM Checkered
Flag Toyota, Virginia Beach, VASource: Toyota End-User Survey, March 2016 (N=6,000)
86% 82%
Dealer Rep Feedback
Feel Axonify helps
them be more
effective and
confident at their
job.
Like the Axonify
microlearning
approach (daily,
bite-sized)
Fuel your people + Power your organization | 40
83%
Believe it’s
an effective
way to learn.
Field Research on Gamification
Fuel your people + Power your organizations | 41
Poll Question #4
How much more motivated are learners to return to a
learning platform when they could play a game vs.
when they just answered a multiple choice question?
21%
31%
41%
51%
Poll Question #4
How much more motivated are learners to return to a
learning platform when they could play a game vs.
when they just answered a multiple choice question?
21%
31%
41%
51%
Study One
Research Study
Game-condition
vs.
No-game condition
Research Study
Does the opportunity to play a
game impact level of employee
engagement?
Does a higher level of
engagement correlate with
increased learning?
Research Study
Game Group
Retailer with 1,908
employees
No Game Group
Retailer with 4,393
employees
Research Question One: Results
Learners in the game
condition were significantly
(51.64%) more motivated to
come back and engage with
the learning platform when
they could play a game.
0
20
40
60
80
100
120
Games OFF Games ON
AverageNumberofLoginsin12Months
Condition
p < 0.001
108.12	
  
71.30	
  
Results
A one-way ANOVA revealed that
learners in the games condition
viewed their report card
significantly more often (M = 9.88)
than learners in the no-games
condition (M=2.96) p<0.001).
Results
Learners in the games condition
volunteered to do significantly
more EXTRA training (M = 6.28)
than learners in the no-games
condition (M = 3.3) p < 0.001).
A strong significant correlation
was found between engaging in
optional extra training and the
number of correct quiz answers, r
(6301) = 0.67, p < 0.001.
Study Two
Fuel your people + Power your organizations | 51
Participants in this study included:
6,211 participants located in North
America who have used the
platform for up to 3.5 years.
96 67 1369
613
100 166
931
1941
15 36
516
361
Professional Sales
Reps - Medical
Professional Sales
Reps - Pharmaceutical
Retail Associates - Toy
& Electronics
Retail Warehouse
Employees
Female Male Undisclosed
Research Study
Do gamification elements
and tangible rewards lose
appeal over time?
Results
The study revealed that
participation in the
gamified microlearning
platform stayed steady
and did not decrease
over time.
Results
Visits to the rewards page
increased over time.
Participation with the
leaderboard and
achievements page either
remained steady or
increased slightly over time.
Takeaways
1.  20% of corporations use games for learning (“Association for Talent Development” 2014)
2.  44% of the gamers are female--most frequent female game player is 43
3.  48% of people over the age of 50 play video games.
4.  Simulation/games were 17% more effective than lecture and 5% more effective than
discussion.
5.  Students in classes with traditional lecturing were 1.5 times more likely to fail than students in
classrooms with active learning.
6.  At Toyota, the use of a game-based micro-learning is having amazing results.
7.  Learners were significantly (51.64%) more motivated to come back and engage with a
learning platform when they could play a game.
8.  Participants who had been using the gamified platform for longer (up to 3.5 years) also visited
the leaderboard at a higher rate.
Related Resources
Books YouTube Video www.karlkapp.com
Lynda.com Course
Gamification of
Learning
Gamification
Workbook
Separating Fact
From Fiction – CLO
Magazine
Q&A

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Enterprise Gamification by the Numbers

  • 1. Karl Kapp Professor, Bloomburg University Author: Gamification of Learning and Instruction Follow on Twitter: @kkapp Gamification by the Numbers
  • 2. Housekeeping The event is being recorded Use the Q&A window The Polling function Follow on Twitter: #GamifiedLearning @kkapp | @Axonify
  • 3. Introducing: Karl Kapp • Professor of Instructional Technology and the Director of the Institute for Interactive Technologies – Bloomsburg University • The Gamification of Learning – Lynda.com • Author: The Gamification of Learning and Instruction • Contributor: Learning Solutions Magazine, ATD, Chief Learning Officer
  • 4. Related Resources Books YouTube Video www.karlkapp.com Lynda.com Course Gamification of Learning Gamification Workbook Separating Fact From Fiction – CLO Magazine
  • 5. Gamification by the Numbers Review •  6 pieces of demographic information •  3 meta-analysis research studies •  1 case study •  2 original research studies
  • 6. What do we know? 55%of teachers use games in the classroom on a weekly basis. - Teachers Surveyed 2013 20%of corporations use games for learning. - Association for Talent Development 2014 By 2020, learning or “serious” games is predicted to reach $5.5Billion (CAGR = 16%) - Serious Game 2015 FACT: Gamification is something you need to pay attention to.
  • 7. Poll Question #1 What percentage of adults over 50 play video games? 28% 38% 48% 68%
  • 8. Poll Question #1 What percentage of adults over 50 play video games? 28% 38% 48% 68%  Gamers  Over  50:  You’re  Never  Too  Old  to  Play  h#p://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf    
  • 9. 80% of gamers over 50 play on a weekly basis. 70% 40% 24% Laptop Mobile Device Console  Gamers  Over  50:  You’re  Never  Too  Old  to  Play  h#p://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf    
  • 10. 80% of gamers over 50 play on a weekly basis. 70% 40% 24% Laptop Mobile Device Console  Gamers  Over  50:  You’re  Never  Too  Old  to  Play  h#p://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf     45% play daily.
  • 11. Games they play 56% 52% 24% Card/Tile Puzzle/Logic Word/Trivia Board Games  Gamers  Over  50:  You’re  Never  Too  Old  to  Play  h#p://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf    
  • 12. Poll Question #2 What percentage of Americans play video games for 3 hours or more a week? 12% 42% 62% 82%
  • 13. Poll Question #2 What percentage of Americans play video games for 3 hours or more a week? 12% 42% 62% 82% The  2015  Essen?al  Facts  About  the  Computer  and  Video  Game  Industry  was  released  by  the  Entertainment  SoHware  Associa?on  (ESA)  in  April   2015.  The  annual  research  was  conducted  by  Ipsos  MediaCT  for  ESA.  Data  was  gathered  from  more  than  4,000  American  households.    
  • 14. Translates into 155 million Americans
  • 15. 44%of gamers are female. 43average age of frequent female game player. Women age 18 or older represent a significantly greater portion of the game-playing population (33%) than boys, age 18 or younger (15%). Women and Game Play
  • 16. Poll Question #3 How much more effective are games for learning than lectures? 7% 17% 27% 37%
  • 17. Poll Question #3 How much more effective are games for learning than lectures? 7% 17% 27% 37%
  • 18. Simulation/games are 17% more effective than lecture and 5% more effective than discussion. Retention/Type of Knowledge % Higher 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.”
  • 19. A meta-analysis of 225 studies of (STEM) undergraduate courses showed that active learning increased the average examination scores by 6%, and that students in classes with traditional lecturing were 1.5 times more likely to fail. Ac?ve  learning  increases  student  performance  in  science,  engineering,  and  mathema?cs   Sco#  Freemana,1,  Sarah  L.  Eddya,  Miles  McDonougha,  Michelle  K.  Smithb,  Nnadozie  Okoroafora,  Hannah  Jordta,   and  Mary  Pat  Wenderotha.  PNAS  Early  Edi?on  (Proceedings  of  the  Na?onal  Academy  of  Sciences)  
  • 20. 24 studies analyzed to answer the question: Does Gamification Work? J.  Hamari,  J.  Koivisto  and  H.  Sarsa,  "Does  Gamifica?on  Work?  -­‐-­‐  A  Literature  Review  of  Empirical  Studies  on   Gamifica?on,"  2014  47th  Hawaii  Interna1onal  Conference  on  System  Sciences,  Waikoloa,  HI,  2014,  pp.  3025-­‐3034.  doi:   10.1109/HICSS.2014.377   URL:  h#p://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6758978&isnumber=6758592  
  • 21. Yes, but… •  Depends on context and user characteristics •  In other words: – Who is participating? – Where are they participating? – What is their motivation? – How does the gamified system function? J.  Hamari,  J.  Koivisto  and  H.  Sarsa,  "Does  Gamifica?on  Work?  -­‐-­‐  A  Literature  Review  of  Empirical  Studies   on  Gamifica?on,"  2014  47th  Hawaii  Interna1onal  Conference  on  System  Sciences,  Waikoloa,  HI,  2014,   pp.  3025-­‐3034.  doi:  10.1109/HICSS.2014.377   URL:  h#p://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6758978&isnumber=6758592  
  • 22. Also… •  Problems with studies: –  Many had N of 20 or less –  Many were qualitative –  Many relied solely on user evaluation J.  Hamari,  J.  Koivisto  and  H.  Sarsa,  "Does  Gamifica?on  Work?  -­‐-­‐  A  Literature  Review  of  Empirical  Studies   on  Gamifica?on,"  2014  47th  Hawaii  Interna1onal  Conference  on  System  Sciences,  Waikoloa,  HI,  2014,   pp.  3025-­‐3034.  doi:  10.1109/HICSS.2014.377   URL:  h#p://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6758978&isnumber=6758592  
  • 23. Gamification in the real world: Toyota Motor Sales Fuel your people + Power your organizations | 23
  • 24. Toyota Motor Sales USA •  The US sales, distribution and marketing unit for Toyota, Lexus and Scion brands •  Over 1,500 dealerships throughout the US
  • 25. Challenges •  Consumers have become so well educated that they often arrive in the showroom knowing more than the sales reps •  Traditional methods of imparting sales knowledge (webinars, videos, in-person classroom, eLearning) weren’t sticking •  How to encourage individuals to participate in learning when they don’t technically work for you?
  • 26. In 2014, Toyota Motor Sales USA launched the Axonify adaptive microlearning platform to their 25,000 dealer reps across the US. Fuel your people + Power your organization | 26
  • 27. The Platform’s Game Mechanics Include: •  Game Play •  Leaderboard •  Rewards •  Coaches •  Social •  Report Card
  • 28. Fuel your people + Power your organization | 28 Learners log in multiple times a week for a 3-5 minute microlearning experience that is based on cognitive research (i.e. spaced repetition) and wrapped in gamification.
  • 29. Fuel your people + Power your organization | 29 The learner selects a game. Brain games, arcade style, team challenges etc.
  • 30. Fuel your people + Power your organization | 30 Microlearning content in the form of questions pop out of the game.
  • 31. Fuel your people + Power your organization | 31 The platform’s adaptive engine delivers content based on what the learner knows and doesn’t know to move them towards mastery.
  • 32. Fuel your people + Power your organization | 32 The learner selects his/her level of confidence (another cognitive tool).
  • 33. Fuel your people + Power your organization | 33 Learning is reinforced with a response from his/her preselected coach and a description that can link off to additional information. Learners earn points
  • 34. Fuel your people + Power your organization | 34 The ability for the learner to see progress and achievements.
  • 35. Fuel your people + Power your organization | 35 Personal report card that show progress and answer patterns.
  • 36. Fuel your people + Power your organization | 36 Individual and team leaderboards.
  • 37. Fuel your people + Power your organization | 37 Reward auction and “spin to win” built into the platform.
  • 38. Fuel your people + Power your organization | 38 As a business or team lead you have access to reports and analytics.
  • 39. “We like this app. Our consultants do too and we believe that it not only helps their product knowledge, but their confidence as well, leading to better performance. - Ryan Garner, GSM Checkered Flag Toyota, Virginia Beach, VA “What I love about Axonify is that we’re using it to focus on knowledge. Knowledge is the result of great learning practices and Axonify is a great tool for that.” Mia Phillips National Manager of Dealer Education Strategy & Digital Solutions 3-4 x / week 2 Participation Results Vehicles/Month Increase in Sales Frequency Rate Fuel your people + Power your organization | 39 12.2% Knowledge Lift
  • 40. “We like this app. Our consultants do too and we believe that it not only helps their product knowledge, but their confidence as well, leading to better performance. - Ryan Garner, GSM Checkered Flag Toyota, Virginia Beach, VASource: Toyota End-User Survey, March 2016 (N=6,000) 86% 82% Dealer Rep Feedback Feel Axonify helps them be more effective and confident at their job. Like the Axonify microlearning approach (daily, bite-sized) Fuel your people + Power your organization | 40 83% Believe it’s an effective way to learn.
  • 41. Field Research on Gamification Fuel your people + Power your organizations | 41
  • 42. Poll Question #4 How much more motivated are learners to return to a learning platform when they could play a game vs. when they just answered a multiple choice question? 21% 31% 41% 51%
  • 43. Poll Question #4 How much more motivated are learners to return to a learning platform when they could play a game vs. when they just answered a multiple choice question? 21% 31% 41% 51%
  • 46. Research Study Does the opportunity to play a game impact level of employee engagement? Does a higher level of engagement correlate with increased learning?
  • 47. Research Study Game Group Retailer with 1,908 employees No Game Group Retailer with 4,393 employees
  • 48. Research Question One: Results Learners in the game condition were significantly (51.64%) more motivated to come back and engage with the learning platform when they could play a game. 0 20 40 60 80 100 120 Games OFF Games ON AverageNumberofLoginsin12Months Condition p < 0.001 108.12   71.30  
  • 49. Results A one-way ANOVA revealed that learners in the games condition viewed their report card significantly more often (M = 9.88) than learners in the no-games condition (M=2.96) p<0.001).
  • 50. Results Learners in the games condition volunteered to do significantly more EXTRA training (M = 6.28) than learners in the no-games condition (M = 3.3) p < 0.001). A strong significant correlation was found between engaging in optional extra training and the number of correct quiz answers, r (6301) = 0.67, p < 0.001.
  • 51. Study Two Fuel your people + Power your organizations | 51
  • 52. Participants in this study included: 6,211 participants located in North America who have used the platform for up to 3.5 years. 96 67 1369 613 100 166 931 1941 15 36 516 361 Professional Sales Reps - Medical Professional Sales Reps - Pharmaceutical Retail Associates - Toy & Electronics Retail Warehouse Employees Female Male Undisclosed
  • 53. Research Study Do gamification elements and tangible rewards lose appeal over time?
  • 54. Results The study revealed that participation in the gamified microlearning platform stayed steady and did not decrease over time.
  • 55. Results Visits to the rewards page increased over time. Participation with the leaderboard and achievements page either remained steady or increased slightly over time.
  • 56. Takeaways 1.  20% of corporations use games for learning (“Association for Talent Development” 2014) 2.  44% of the gamers are female--most frequent female game player is 43 3.  48% of people over the age of 50 play video games. 4.  Simulation/games were 17% more effective than lecture and 5% more effective than discussion. 5.  Students in classes with traditional lecturing were 1.5 times more likely to fail than students in classrooms with active learning. 6.  At Toyota, the use of a game-based micro-learning is having amazing results. 7.  Learners were significantly (51.64%) more motivated to come back and engage with a learning platform when they could play a game. 8.  Participants who had been using the gamified platform for longer (up to 3.5 years) also visited the leaderboard at a higher rate.
  • 57. Related Resources Books YouTube Video www.karlkapp.com Lynda.com Course Gamification of Learning Gamification Workbook Separating Fact From Fiction – CLO Magazine
  • 58. Q&A