Professional Documents
Culture Documents
By Karl M. Kapp
Bloomsburg University
Gamification of Learning & Instruction
Please Play:
Tic Tac Toe Please Play:
Hangman
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Game Results
• Did you like playing?
• Was it fun?
• Did you score points?
• Who won?
I Won!
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?
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Personnel Learning
Objective?
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Agenda
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Gamification Project
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13 hours
10,000 hrs of of console
Game play games a
week
87% of 8- to 17-
year olds Average game
play video games player in US
is 30-38.
Digital divisions. Report by the Pew /Internet: Pew Internet & American Life.
at home.
US Department of Commerce
Almost 43% of the
gamers are female
and 26% of those
females are over
18.
Digital divisions. Report by the Pew /Internet: Pew Internet & American Life.
US Department of Commerce HO Page: 1-9
“A study of 2,300 people found only 6%
of organizations are successful in
influencing behavior change among
employees.”
--Al Switzler
A Gallup poll found that the average
company has as many as 18% of employees
who are actively disengaged.
Aren’t interested
in learning or
Exude negativity. development.
Aren’t interested in
Close themselves out
anything related to
of solutions to
the company.
organizational
problems.
To: 37607
karlkapp
Two Teams
Purple Orange
Gibbs, G., (1981). Twenty Terrible Reasons for Lecturing, SCED Occasional Paper No. 8, Birmingham.
http://www.brookes.ac.uk/services/ocsld/resources/20reasons.html and Bligh, D., (1972). What’s the Use of Lectures? Penguin.
Bloom, B. S., (1953). “Thought Processes in Lectures and Discussions.” Journal of General Education Vol. 7.
Isaacs, G., (1994). “Lecturing Practices and Note-taking Purposes.” Studies in Higher Education, 19:2.
67% of the lecture is spent
in ‘passive thoughts about
the subject’ and
‘irrelevant thoughts’.
During lectures students'
thoughts involved
attempting to solve
problems, or synthesize
or inter-relate
information for 1% of the
time.
21 studies found
lecturing to be less
effective than:
discussion, reading
and individual work in
class.
Lectures are not a very effective way
of teaching-- if the aim is to teach
thinking, or to change attitudes or
other higher aims beyond the simple
transmission of factual knowledge.”
Fact or Fishy…
Playing learning games
results in higher gains in
learning and retention than
lecture-based instruction.
Fact:
Percentages of Impact Over
Traditional Training
Type of % Higher
Knowledge
/Retention
Declarative 11%
Procedural 14%
Retention 9%
Percentages of Impact Over
Traditional Training
Type of % Higher
Knowledge
17% Higher than
/Retention
Lectures
Declarative 11%
Procedural 14%
Retention 5% Higher
9% than
Discussion
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Percentages of Impact
It wasn’t the game, it was level
Type of
of activity in the game.
% Higher
Knowledge
/Retention
Declarative 11%
In other words, the engagement
Procedural of the learner
14% in the game leads
to learning.
Retention 9%
Games Must be Embedded
into the Curriculum to be
Effective for Learning.
Fact:
Instructional games should be embedded in
instructional programs that include
Engagement
debriefing and feedback.
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Sek E.D. (2013), (February 4).
A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Journal of Educational Psychology.
Advanced online publication. Doi: 10.1037/a0031311 39 Studies.
Games are more effective
than traditional instruction
when players work in groups.
Fact:
Wouters, P., van Nimwegen, C., van Oostendorp, H., & vam der S[el.
E.D. (2013), February 4). A Meta-Analysis of the Cognitive and
Motivational Effects of Serious Games. Journal of Educational
Psychology. Advanced online publication. Doi: 10.1037/a0031311
39 Studies.
While playing a game,
learners will voluntarily do
harder problems and more
difficult work.
Fact:
A math facts game deployed on a handled computer
encouraged learners to complete greater number of
problems at an increased level of difficulty.
Lee, J., Luchini, K., Michael, B., Norris, C., & Soloway, E. (2004). More than just fun and games:
Assessing the value of educational video games in the classroom. Paper presented at the CHI '04
Extended Abstracts on Human Factors in Computing Systems, Vienna, Austria.
Overview of
Gamification in Action
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Design Takeaway Challenge
Karl M. Kapp
Presents:
t was a quiet Monday morning, very
quiet, really quiet… almost too…
Then, out of nowhere, she flew into my office,
like a Boss who had a problem that needed
solved …
Hi Boss.
I have a problem that
needs to be solved.
She wanted to increase learner
engagement and have more interactive
learning.
We need more
engagement.
You came to the right guy
that’s what I do…
Now take the new person here
Yeah, I know…that’s
and go ask Clyde, he went to a
why I hired you.
session on the subject.
Ugh….
For some reason, she didn’t seem bothered
by the fact that she was breaking the
company’s strict no smoking policy…
Here’s where you come in. Help me figure
out the clues …and fast.
Figure out the clues and solve the mystery
and you will become first class detective.
Next, take out your smart phone or text
device.
Internet Option:
Text Option: Pollev.com/karlkapp
karlkapp to the
number 37607
AT&T 9:37 AM 73%
To: 37607
karlkapp
Stakes are high……
Next you need to choose your disguise…
First stop…Clyde’s office…look for clues
Fact or Fishy?
Games and
Gamification
are the Same
thing?
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I found a strange
drawing on Clyde’s desk. Gaming
Simulations Qstream
Whole Part
Legos iPhone
Playing
From Game Design Elements to Gamefulness: Defining “Gamification”, Deterding, S. et. al
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Look…I found some things written on one
of Clyde’s notebooks.
Could be a lead…or
Hello, Clueless…
He was about as friendly as a fly at a fly
strip convention.
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Structural Structural:
Gamification is Points
use of game-
Badges
elements to propel
a learner through Leaderboard
content with no
alteration or
changes to the
content.
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Performance Performance:
Gamification goal Points
is to promote Badges
behaviors or
actions. Employee Feedback Loop
actions are tied Targeted
to game elements. Intervention
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Ivan then grabbed his laptop to show me a
demonstration of the two types.
First Structural Gamification….
Screen captures courtesy of MindTickle….
Gamification
“It gives us a chance to really think and confirm what we know, what
we really need to know, and where to expand our knowledge.”
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.
Player Results
“I can’t tell you how many people are coming to me wanting
another game solution.”
Role Play
Answer a question
Confront a challenge.
Make a decision.
Play a game.
Hands On
Create Open Loops
Law &
Order
Here are some more
matches for your boss. She
smokes a lot.
or
Social Credibility
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Now for the Takeaway
Challenge
1) Story/Characters
2) Polling/Audience Input
3) Winners/Teams
4) Mystery/Curiosity
5) Blend story/instruction
6) Suprise
7) Humor
Don’t need to have a
detective. You can be
more realistic.
I have a problem that
needs to be solved.
Suddenly, your boss calls you
and your colleague into her office.
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Need to Know: Basic
Game Lingo
Game goal Core Mechanics Game
what Dynamic rules for Elements
player(s) have what game players; rules Features that
to do to win. play is about; for system. help immerse
what you you in game
have to do to play
win.
Rules define how Tinkering with
people achieve one feature can
Pick a dynamic to the goal. Don’t entirely change
design around; make too hard or play experience
it’s easier to get too easy.
No goal. No started that way.
game.
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Need to Know: Basic
Game Lingo
Game Space Balance Feedback Rewards and
environment in adjusting natural and Achievements
which the elements so artificial elements of a
action of the game is at instructions, game used to
game takes the right level hints and provide
place. of challenge, indicators to motivation
fairness and players. through the
punishment/ game and to
reward quantity
Feedback should ending.
not interrupt the
Impacts experience, Balance a game to game play. Tinkering with one
mood and sense of develop the reward can entirely
desired change play
“world” in game.
experience. experience.
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Need to Know: Basic
Game Lingo
Lose State Win State
the condition the condition
under which one under which one
or more players or more players
is unsuccessful at achieves success.
completing the
game.
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Need to Know: Basic
Game Lingo
Game goal Core Mechanics Game
what Dynamic rules for Elements
player(s) have what game players; rules Features that
to do to win. play is about; for system. help immerse
what you you in game
have to do to play
win.
Rules define how Tinkering with
people achieve one feature can
Pick a dynamic to the goal. Don’t entirely change
design around; make too hard or play experience
it’s easier to get too easy.
No goal. No started that way.
game.
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Core Dynamics = How you
achieve a game goal.
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Core Dynamics
• Race to the Finish
– Fastest person.
– Mario Kart, Gran Turismo
Core Dynamics
• Territory Acquisition
– Acquire – or take – land or
resources, typically to create an
empire or own the most of
something
– Risk. Age of Empires.
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Manipulations that speed the rate of acquisition during instruction can
fail to support long-term retention and transfer, whereas other
manipulations that appear to introduce difficulties and slow the rate of
acquisition learner can enhance post-instruction recall and transfer.
What creates Desirable Difficulty?
• Testing
• Spaced Practice (rather than blocking)
• Switching Between Topics (Interleaving)
• Freedom to Fail (learning from errors)
• Organizing Unfamiliar Information
• Generating Ideas (instead of reading or watching)
• Self Feedback
• Vary Conditions of Practice or Learning
• Transfer Knowledge to New Situations
• Solving Multiple Types of Problems at Once
• Allow for Confusion
• Kobayashi Maru (seemingly impossible challenge)
How We Learn
Source: https://bjorklab.psych.ucla.edu/wp-content/uploads/sites/13/2016/07/RBjork_inpress.pdf
In an experiment on a group of college
students to examine the effects of testing
on fact memorization and language
learning..(Swahili & English)
Source: https://www.goconqr.com/en/examtime/blog/testing-effect-how-self-testing-helps-memory-improvement/
In a study, immediate testing after reading a prose passage
promoted better long-term retention than repeatedly studying the
passage. This outcome occurred even though the tests included
no feedback.
http://psych.wustl.edu/memory/Roddy%20article%20PDF's/Roediger%20&%20Karpicke%20(2006)_PsychSci.pdf
Students who are tested over time have better recall
than student who are simply asked to read.
Participants who had been tested (rather than re-
reading the material) outperformed the other
students on two tests given 18 days later and again
5 weeks later
Source: https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4235419/
Soderstrom, NC, Kerr TK & Bjork RA. The Critical Importance of Retrieval –and Spacing– for Learning. Psychological Science, 2016;27(2):223-230.
Ebbinghaus Forgetting Curve
Modified from: Bersin, J. (2017) The Disruption of Digital Learning: Ten Things We Have Learned.
https://www.linkedin.com/pulse/disruption-digital-learning-ten-things-we-have-learned-josh-bersin/
Interleaving
Mix up instruction rather than cover one topic
completely before moving on to the other.
Citation: https://www.scientificamerican.com/article/the-interleaving-effect-
mixing-it-up-boosts-learning/
Interleaving Learners should have
familiarity with subject
materials before interleaving
begins (or the material should
Mix up instruction rather than cover one topic be fairly simple). Otherwise,
completely before moving on to the other. interleaving can be more
confusing than helpful.
Citation: https://www.scientificamerican.com/article/the-interleaving-effect-
mixing-it-up-boosts-learning/
Analytics
Actionable Data:
• Review incorrect questions
• Track learner progress over time
• Spot anomalies
• Diagnose instructional issues
• Identify areas of improvement
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Analytics Maturity Model
Collection Management SUBMIT Measurement
Contextualization Decision Making
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Overview of
Analytics in Action
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Teaching Problem Solving
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Training
• Course Objectives
– Adhere to the proper policy for providing
information to clients
– Understand what is permissible to share with
clients and what is not
– Identify three methods of conducting an audit
You are gathering data during the first day
of an audit. During lunch, Mary
approaches you and tells you that she has
something important to discuss. The two
of you go to your office and she makes the
accusation that the VP of Finance is hiding
an account…
Stay in touch:
Twitter: @kkapp
Email: Karlkapp@gmail.com
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