1. By Karl M. Kapp
Bloomsburg University
LinkedIn page: karlkapp/
Twitter ID: @kkapp
Email: karlkapp@gmail.com
Website: karlkapp.com
A Guide for Employee
Gamified Learning
2. 1
Agenda
How do you successfully use
gamified learning to teach
new skills, retain knowledge, and
boost morale?
How can gamified learning be used to
evaluate a learner’s operational progress?
2
3
How are organizations using gamified learning
in the post-pandemic workplace?
3. Introduction
Karl Kapp, Professor of Instructional Technology at Bloomsburg University
Author of 10 LinkedIn Learning Courses
Author or Co-Author of Half a Dozen Books
Unofficial, Unauthorized History of Learning Games
https://youtube.com/playlist?list=PLVi60d2W1s2ZhVBw14D_BCgz8Dvf3YFP-
Avid Game Player, Learning Game Designer
Co-Founder Enterprise Game Stack
https://www.enterprisegamestack.com/
Founder: Learning and Development Mentor Academy
https://www.ldmentor.com/
4.
5. As the story opens, your boss calls you
and your colleague into her office.
Our leadership went to a webinar on
gamification and now they want it
implemented immediately.
21. Too many times I have seen easy, simple
solutions to learning problems passed over
for the latest instructional fad.
Only use gamification as a learning
solution when it makes sense and
resonates with learners.
22. Oh, and make sure you tie success
criteria to KPIs (Key Performance
Indicators)
23. Ok I get tying to KPIs.
But how do we know when it
will resonate with learners
and will make sense for the
organization?
24. There are three considerations
when implementing gamification to
help make it a success.
25. J. Hamari, J. Koivisto Why do people use gamification services? International Journal of Information Management, 35 (4) (2015), pp. 419-431
J. Hamari, J. Koivisto, H. Sarsa Does gamification work?–a literature review of empirical studies on gamification Paper presented at the 2014
47th Hawaii international conference on system sciences (2014)
26. J. Hamari, J. Koivisto Why do people use gamification services? International Journal of Information Management, 35 (4) (2015), pp. 419-431
J. Hamari, J. Koivisto, H. Sarsa Does gamification work?–a literature review of empirical studies on gamification Paper presented at the 2014
47th Hawaii international conference on system sciences (2014)
27. J. Hamari, J. Koivisto Why do people use gamification services? International Journal of Information Management, 35 (4) (2015), pp. 419-431
J. Hamari, J. Koivisto, H. Sarsa Does gamification work?–a literature review of empirical studies on gamification Paper presented at the 2014
47th Hawaii international conference on system sciences (2014)
29. Design of the Gamified System
System Quality
Information Quality
Service Quality
User Satisfaction
System Use
J. Hamari, J. Koivisto, H. Sarsa Does gamification work?–a literature review of empirical studies on gamification Paper presented at the 2014
47th Hawaii international conference on system sciences (2014).
K. Seaborn, D.I. Fels Gamification in theory and action: A survey International Journal of Human-computer Studies, 74 (2015), pp. 14-31.
Tsay, C. H. Kofinas, A. & Lou. J. (June 2018) Enhancing student learning experience with technology-mediated gamification: An empirical study.
Computers and Education, Vol. 121. Pages 1-17. https://doi.org/10.1016/j.compedu.2018.01.009
30. Before we go further, rank the
five in terms of which you think is
most important #1 and least
important #5.
31.
32. Design of the Gamified System
System Quality
Information
Service quality
User satisfaction
System use
33. Design of the Gamified System
System Quality
Information Quality
Service Quality
User Satisfaction
System Use
34. Design of the Gamified System
System Quality
Information Quality
Service Quality
User Satisfaction
System Use
35. Design of the Gamified System
System Quality
Information Quality
Service Quality
User Satisfaction
System Use
36. Design of the Gamified System
System Quality
Information Quality
Service Quality
User Satisfaction
System Use
37. Okay, that’s the gamification system but
what about the other two elements of
success?
39. Tell me, which player quality contributes
the most to gamification implementation
success?
R.N. Landers, M.B. Armstrong Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced
Training Effectiveness Model Computers in Human Behavior (2015), pp. 1-9
Prior experience with game-based learning.
Self-perception of being a “fun” person.
40.
41. It turns out that learner’s prior experience
and attitudes towards game-based learning
is a huge predictor of acceptance?
44. Also, involve learners in the selection of
meaningful game elements and goals that fall
in line with their own interests to sustain
their intrinsic motivation.
45. Hmm, good stuff. I think the last element to
gamification implementation success is to match
gamification elements to the right learning outcome.
48. Learning Outcome Game Dynamic Example
High performance under
pressure or time
constraint
Race to Finish Compressing time between
package deliveries.
Ability to sequence
elements in a process
Alignment Following procedure for
accepting a package.
Stressing need to acquire
sales territory or market
share or influence.
Territory
Acquisition
Sales rep conducting a total
office call talking and influencing
all office personnel not just
decision maker.
Need to link features to
benefits or policy
violations to
consequences.
Matching Linking compliance to positive
customer experiences or positive
work environment.
51. We need to tie gamification elements to the
needs of the business and the behaviors of the
employees/learners.
Do not tie it to final outcomes!
52. CREATE DISCRETE,
MEASURABLE OBJECTIVES
GOAL: REDUCE INVENTORY LOSS-
Managerial Level
Instead of reduce loss:
Rewarding employee reporting of
incidences
Regularly reinforcing inventory counting
procedures
Providing regular training on
identification of suspicious behaviors
53. Behavioral Task Analysis
Safely Lift
a Box
Spread
Legs Wide
Knowledge of
Proper
Distance
Bend at Hips
and Knees
Knowledge of
Proper
Posture
54.
55. So how do we know if our gamification
efforts were a success? How do we
measure them?
56. Return to original success
criteria and KPIs and compare
with original baseline
57. Gamification Success Checklist
System Quality
Ease-of-Use, Reliability, Functionality, Portability
Information Quality
Accuracy, Timeliness, Relevance, Consistency
Service Quality
Expectations of System are Properly Set
User Satisfaction
User Feels in control, Personalized, Adaptive, Feel—Experience using system
System Use
Frequency of use, Time of use, Number of accesses, Usage patterns
User Attributes
Experience with gaming, Opportunity to help design system, Inclusion in decision making process
Matching Game Elements to Learning Outcomes
Ensure that the right game elements are linked to the right tasks and motivational elements in the system.
Tie Performance to KPI’s not Broad Goals
Use Action Mapping or Task Analysis
58.
59. Questions?
CEO of Xvoyant
Linkedin page: robjeppsen/
Twitter ID: @robjeppsen
Email: Rob@Xvoyant.com
Website: xvoyant.com
Rob Jeppsen
Speaker:
Professor of Instructional Technology, Bloomsburg
University
LinkedIn page: karlkapp/
Twitter ID: @kkapp
Email: karlkapp@gmail.com
Website: karlkapp.com
Karl Kapp
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61. Gamification Action Mapping
Performance Goal
Essential knowledge
to guide the Performance
!
Behavior/Action that
will reach the goal
Practice Activity
for the Action
Gamification Element
Based on Action Mapping concept developed by Cathy Moore: https://blog.cathy-moore.com/online-learning-conference-anti-handout/