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By Karl M. KappBloomsburg UniversityGamification of Learning &InstructionApril 12, 2014EMAIL: kkapp@bloomu.eduTWITTER: @kkappBLOG: http://karlkapp.com/kapp‐notes/
What is Gamification?
According to a meta‐analysis of data compiled by Gallup the average company has as many as 18% of
its employees actively disengaged and 49% of employees not engaged.
“Study of 2,300 people found only 6% of organizations are successful in influencing behavior change among employees.”
‐‐Al Switzler
Brief history of…
The World
ENIAC's main control panel
US Army Photo Located at http://en.wikipedia.org/wiki/File:Two_women_operating_ENIAC.gif
Image obtained from Microsoft Clipart
We’ve learned and struggled for a fewyears 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.
New 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 80 percent of current gamified applications will fail to meet business objectives, primarily due
to poor design.
Let’s Play
Fact or Fishy…
Rules• A statement is presented
– If “true” indicate: FactX– If “false” indicate: FishyX
• Text Response:
Take out your text‐machines
Standard Texting Fees Apply!
How To Vote via Texting
1. Polleverywhere has no access to your phone number2. Capitalization doesn’t matter, but spaces and spelling doTIPS
FACT01
FACT02
FISHY01
FACT01
“Games” and “Gamification” are the same thing.
Is that Fact or Fishy?
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.
What is this “game” stuff?
Simulation Learning is a realistic, controlled-risk environment where learners can practice specific behaviors and experience the impacts of their decisions.
• Gamification is to Learning Game as:– Part is to Whole– Piece is to Puzzle– Slice is to Pie– Steering Wheel is to Car
• Gamification uses elements of games but is not a game in-and-of itself.
What is this “game” stuff?
Gamification + Simulation = Learning Game
What is this “game” stuff?
Content Gamification: Content changes to be more game‐like
Structural Gamification: Game elements added to propel learner
through content.
GamificationElements that Aid Learning
1. Story2. Challenge3. Mystery4. Characters/Avatar5. Challenge6. Levels7. Feedback8. Replayability9. Freedom to Fail10.Asethetics11.Time12.Rewards
GamificationElements that Aid Learning
1. Story2. Challenge3. Mystery4. Characters/Avatar5. Challenge6. Levels7. Feedback8. Replayability9. Freedom to Fail10.Asethetics11.Time12.Rewards
NOT Enough Time
Elements of Games
1. Reward Structures2. Feedback3. Story4. Challenge
Fishy… if it was that easy…this would be the most engaging game in the world.
20% increase in profile completion.
Use coins, points and rewards to provide feedback on performance, updates on progress , level of correctness
and to show Mastery.
Kapp, K. M. (2012) The Gamification of Learning and Instruction. New York: Pfeiffer. Chapter Four. Pages 89-98.
The value, or size, of an anticipated reward influences the motivational signal sent to the brain only within
the contexts of the reward system.
Howard-Jones. P.A., & Demetriou, S. (2008, September 11). Uncertainty and engagement with learning games. Instructional Science, 37, 519-536.
Receiving a PREDICTABLE reward releases one shot of dopamine.
Howard-Jones. P.A., & Demetriou, S. (2008, September 11). Uncertainty and engagement with learning games. Instructional Science, 37, 519-536.
Receiving an UNPREDICTABLE reward releases two shots of dopamine.
Yeah, me!
Howard-Jones. P.A., & Demetriou, S. (2008, September 11). Uncertainty and engagement with learning games. Instructional Science, 37, 519-536.
What can you do?
Intelligently add game elements to instruction. Use points, rewards and badges to convey meaning…not simply completion.
Feedback
Encourages players 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.
Provide specific comments about errors and suggestions for improvement.
Leaderboards provide opportunities for players to receive feedback about their performance as compared to
others.
Comparative and relative feedback
What can you do?
Use feedback to inform and shape behavior.
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.
1. Characters
Story Elements
5. Conclusion
2. Plot (something has to happen).
3. Tension
4. Resolution
NikePlus Stats for Karl
. Provide a challenge
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
What can you do?
Use meaningful stories. Provide the context for the situation.
Examples
Profiting Pirates Design Challenge
http://ori.hhs.gov/thelab
Source: http://blog.hubspot.com/blog/tabid/6307/bid/32993/How-Real-Businesses-Are-Using-Gamification-to-Spice-Up-Their-Marketing.aspx
http://www.financialsoccer.com/play/
http://rexonateens.magiclick.net/Game/?sid=7D848AA4-B8C8-4639-BAD7-461CA1F755D4
Since it was launched in the fall of 2006, it has been played over 80,000 hours.It boasts an average game play time of over 30 minutes per game play session.
http://www.chrysler.com/games/semantics.html
http://www.energyville.com/
Fantasy Election works like this: build a “dream team” of candidates who are being truthful, transparent and civil on the
campaign trail + get active in Election ’12 = win bragging rights, up to $25,000 cash
Candidates are evaluated based on 5 categories: constituent engagement, honesty,
transparency, civility, and public opinion.
Fewer than 20,000 Fantasy Election players managed to undertake 500,000 positive civic actions in less than 2 months.
Website received nearly 140,00 unique hits but only led to 10,000 active
players. .
Platforms
http://spbt2014.gamivent.com/index.php/play-expo-challenge
VENDORhttp://www.axonify.com/
VENDORhttp://www.theknowledgeguru.com/
VENDORhttp://www.bunchball.com/
VENDORhttp://www.badgville.com
Changing Behavior with Games
Changing 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.
28% helped to pick up pencils
33% helped to pick up pencils
67% helped to pick up pencils
22% intervened
56% intervened
Rosenberg, R.S. Baughman, S.L., Bailenson, J.N. (2013) Virtual Superheroes: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior. PLOS One., 8(1), 1‐9.
Flying around a virtual world as a superhero made subjects nicer in the real world. physical
world
1) Games and Gamification are not the same thing but both are powerful from an influence perspective.
2) Gamification is more than adding points, badges and leaderboards.
3) Use stories rather than bulleted lists to present facts.4) Use stories that are related to the context of the desired
outcome. 5) Present to engage and motivate. 6) Feedback should be targeted to specific needs.7) Keep leaderboards relatively small, by department or
region—not by individual.
Takeaways
Copy of Slides and Notes available at www.karlkapp.com
Contact Karl at:karlkapp@gmail.com