Demystifying Gamification in Learning

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Renowned gamification author, speaker and professor, Karl Kapp joins Axonify CEO Carol Leaman to explore current myths surrounding gamification in corporate learning. To view the full recording, visit http://www.axonify.com/gamificationwebinar

Transcript of Demystifying Gamification in Learning

Demystifying Gamification in Corporate LearningOctober 31, 2013

Axonify Confidential 2

Some Housekeeping Details

The event is being recorded

Use the Q&A window

We will be utilizing the polling function

Follow the conversation on Twitter: #gamifiedlearning

Carol LeamanCEO

Axonify

Karl KappAuthor & Professor of

Instructional TechnologyBloomsburg University

Agenda & Speakers

• Some Myths in History

• Fact or Myth Game

• Gamification in Action

• Q&A

Introducing Karl Kapp

It was once thought that the world was flat…

We have learned that the world is round…

Leaches heal disease…

Today we cure common diseases by examining bacteria and viruses

We’ve learned and struggled for a few years 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 ColliganNovember 16, 2006

This is our best iPhone Launch yet – more than 9 million new iPhones sold – a new record for first weekend sales.

Tim Cook2013 Palm sold to HP in 2010,

2011 Palm was done.

Time to Play

Poll #1

Gamification and games are the same thing.

A. Fact

B. Myth

Poll #1

Gamification and games are the same thing.

A. Fact

B. Myth

What is this “game” stuff?

Gamification Game-based Learning

Simulation Learning

The use of gaming elements integrated into a training program aligned with corporate goals to promote change in behavior.

The use of a game to teach knowledge, skills & abilities to learners using a self-contained space.

A realistic, controlled-risk environment where learners can practice specific behaviors & experience impacts of their decisions.

Gamification

Gamification is using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning and solve problems.

Gamification is to Learning as a

Piece is to a Puzzle

Gamification is to Learning as a

Steering Wheel is to a Car

Gamification is to Learning as a

Slice is to Pie

Source: Ambient Insight 2012

Gamification uses elements of games, but is not a game in-and-of itself.

Gamification Elements that Aid Learning

1. Story2. Challenge3. Mystery4. Characters/Avatar5. Challenge6. Levels7. Feedback8. Replayability9. Freedom to Fail10. Asethetics11. Time12. Reward Structures

Poll #2

Gamification of learning alienates older generations.

A. Fact

B. Myth

Poll #2

Gamification of learning alienates older generations.

A. Fact

B. Myth

Game elements appeal to all ages & people.

39%

of all gamers are over 50.

Source: http://www.socialgamesobserver.com/average-social-gamer-world-metricsmonk-16245

Female & 46+The average social gamer in the US.

Women over 40 is the fastest growing gamer population.

Poll #3

Instructional games don’t need to be entertaining to be educational.

A. Fact

B. Myth

Poll #3

Instructional games don’t need to be entertaining to be educational.

A. Fact

B. Myth

Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .

Simulation/games do not have to be entertaining to be educational.

RetentionType of Knowledge % Higher

Retention 9%Procedural 14%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.”

Impact

RetentionType of Knowledge % Higher

Retention 9%Procedural 14%Declarative 11%

It wasn’t the game, it was level of activity in the game.

In other words, the engagement of the learner in the game leads

to learning.

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.”

Impact

Poll #4

Gamification is not “serious”.

A. Fact

B. Myth

Poll #4

Gamification is not “serious”.

A. Fact

B. Myth

Gamification can have significant bottom-line results.

At Pep Boys

• 19,000 employees, 700 stores, 7,000 service bays

• In arcade-style games, associates answer quick, targeted questions related to risk, loss prevention, safety and operational policies and procedures

Pep Boys

Pep Boys

A Competitive, Social Learning Experience

Results

Bottom-Line Results at Pep Boys

60% increase in calls to Integrity Pays hot line

Inventory Shrink reduced by 55%

Can demonstrate to

OSHA a 95%+

delivery rate by

topic, by associate

Claim Counts down

by 40%, despite

adding stores &

employees

LOSS PREVENTION HEALTH & SAFETY

Poll #5

Gamification is just a fad.

A. Fact

B. Myth

Poll #5

Gamification is just a fad.

A. Fact

B. Myth

Gamification is here to stay!

Gartner predicts by 2015, 40 percent of Global 1000 organizations will use gamification as the primary mechanism to transform business operations.

Gamification is here to stay!

Gartner predicts by 2015, 40 percent of Global 1000 organizations will use gamification as the primary mechanism to transform business operations.

The overall market for gamification tools, services & applications is projected to be $5.5 billion by 2018 (M2 Research).

Gamification is here to stay!

Gartner predicts by 2015, 40 percent of Global 1000 organizations will use gamification as the primary mechanism to transform business operations.

The overall market for gamification tools, services & applications is projected to be $5.5 billion by 2018 (M2 Research).

According to new research from Gabe Zichermann, founder and chief executive at Dopamine Inc., employers who implement gamification techniques internally can increase productivity of their employees by 40%.

Poll #6

Adding points, badges and leaderboards to any training makes it awesome!

A. Fact

B. Myth

Poll #6

Adding points, badges and leaderboards to any training makes it awesome!

A. Fact

B. Myth

There is science behind it.

Two Powerful Instructional Phenomenon

Larsen DP, Butler AC, Roediger HL 3rd. Repeated testing improves long-term retention relative to repeated study: a randomized controlled trial. Med Educ 43: 1174–1181, 2009.

Dobson, J. L. (2013) Retrieval practice is an efficient method of enhancing the retention of anatomy and physiology information Advances in Physiology Education 37: 184–191, 2013; doi:10.1152/advan.00174.2012.

Retrieval Practices(Questioning Format)

?Spaced Repetition

(Interval Reinforcement)

Retention benefits between 35% and 61%, with average of 41%.

Subject matter was Anatomy and Physiology.

Dobson, J. L. (2013) Retrieval practice is an efficient method of enhancing the retention of anatomy and physiology information Advances in Physiology Education 37: 184–191, 2013; doi:10.1152/advan.00174.2012

Ramachandran, A. et. al. Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle modification in men in India: a prospective, parallel-group, randomised controlled trial The Lancet Diabetes & Endocrinology, Early Online Publication, 11 September 2013 doi:10.1016/S2213-8587(13)70067-6

A study using a randomized control group conducted a trial between Aug 10, 2009, and Nov 30, 2012, at ten sites in southeast India with over 500 subjects.

Working Indian men (aged 35—55 years) with impaired glucose tolerance were randomly assigned to either a mobile phone messaging intervention or standard care.

Ramachandran, A., et. al.., Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle modification in men in India: a prospective, parallel-group, randomised controlled trial The Lancet Diabetes & Endocrinology, Early Online Publication, 11 September 2013 doi:10.1016/S2213-8587(13)70067-6

“Use stairs instead of an elevator”

“Avoid snacks while watching TV; you may overeat. “

Ramachandran, A., et. al.., Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle modification in men in India: a prospective, parallel-group, randomised controlled trial The Lancet Diabetes & Endocrinology, Early Online Publication, 11 September 2013 doi:10.1016/S2213-8587(13)70067-6

Lowered risk of developing Type 2 diabetes by 36%.

What can you do?

Intelligently add game elements to instruction. Use points, rewards and badges to convey meaning…not simply completion.

Use feedback to inform learners of errors in thinking and to focus them on the task they are learning.

Poll #7

Adding Gamification to learning requires a large amount of resources to implement.

A. Fact

B. Myth

Poll #7

Adding Gamification to learning requires a large amount of resources to implement.

A. Fact

B. Myth

Type of Game Play(Customer

Development)

Level of InteractivityType of

Knowledge Taught

Low Medium High

Exploration/Simulation Engine/Free Play Area

$25,000-$35,000

$35,000-$50,000

$50,000-$300,000

Problem-Solving

Branching story, On-Line Board Games

$10,000-$15,000

$15,000-$30,000

$30,000-$50,000

Conceptual Knowledge/

Rules

Matching, Trivia Games, Drag and Drop Games

$1,500-$3,000

$3,000-$5,000

$5,000-$20,000

Declarative Knowledge/Fact/Jargon

Gamification Elements that Aid Learning

1. Story2. Challenge3. Mystery4. Characters/Avatar5. Challenge6. Levels7. Feedback8. Replayability9. Freedom to Fail10. Asethetics11. Time12. Reward Structures

TIME

Focus on…

1. Challenge2. Time3. Feedback4. Reward Structures

Carol LeamanCEO

Axonify

Organizations Leading the Way

86%

find the gaming approach to learning highly effective.

Source: 2013 Axonify user survey

78%

say that it brings them back frequently to participate.

Source: 2013 Axonify user survey

84%

like competing with their peers.

Source: 2013 Axonify user survey

Thank You

Q&A