learning 3.0 training magazine presentation: gamification of learning & instruction

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Twitter:@kkapp

By Karl M. KappLearning 3.0 ConferenceBloomsburg UniversityOctober 24, 2012

Gamification of Learning and Instruction

Google “Kapp Notes”Google “Kapp Notes”

2012 New Book:“The Gamification of Learning and Instruction”

2012 New Book:“The Gamification of Learning and Instruction”

September 2011 Training Quarterly ArticleImproving Training: Thinking Like a Game Developer

September 2011 Training Quarterly ArticleImproving Training: Thinking Like a Game Developer

September 2012 Training Quarterly ArticleFive Gaming Elements for Effective e-Learning

September 2012 Training Quarterly ArticleFive Gaming Elements for Effective e-Learning

1

Agenda

What does research say about games and game elements for learning?

How do you apply game-based strategies to the presentation of learning content?

2

3What elements from games can be added to traditional e-learning?

Interactiv

ityGames

Gamificati

on

Are games/simulations effective for learning?

How does Gamification fit into all of this?

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!

Simulation/games have to be entertaining to be educational?

Simulation/games have to be entertaining to be educational?

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.”

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.”

FISHY!

Simulation/games build more confidence for on the job application of learned knowledge

than classroom instruction.

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.”

Fact, 20% higher confidence levels.

Fact, 20% higher confidence levels.

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.”

In a Meta-Analysis…

Knowledge retention for game/simulation was 17% higher than a lecture.

Is that Fact or Fishy?

Fact!Delivery Method vs. Game/Simulation

% Higher

Lecture 17%

Discussion 5%

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.”

Fact!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.”

RetentionType of Knowledge

% Higher

Retention 9%

Procedural 14%

Declarative 11%

Fact!

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

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.”

Example

Image Courtesy of Enspire Learning

Evidence-Based Recommendations

1) Use a game/simulation to provide a context for the learning.

2) Don’t focus on “entertainment.”

3) Carefully craft the simulation/game to provide opportunities to increase engagement and interactivity to increase learning.

1) Use a game/simulation to provide a context for the learning.

2) Don’t focus on “entertainment.”

3) Carefully craft the simulation/game to provide opportunities to increase engagement and interactivity to increase learning.

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-$150,000

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

Wait a minute, games can be

expensive.

Use game-based mechanics, aesthetics and game thinking to engage people, motivate

action, promote learning, and solve problems.

GamificationGamification

Whole Part

Gaming

Playing

(Serious ) Games

Simulations

Gamification

Course Hero

Toys

Legos

Playful Design

iPhone

From Game Design Elements to Gamefulness: Defining “Gamification”, Deterding, S. et. al

http://www.coursehero.com/courses/

2 weeks after launching Courses (powered by gamification), CourseHero received 350 suggested edits to existing courses and 122 requests for new courses.

Another 68 people offered to augment existing courses by creating their own course to be hosted on coursehero.com.

For Gamified courses, the time on site for the Courses are nearly three times as long as time onsite for all of coursehero.com.

Social sharing of achievements increased nearly 400 percent in three months.

… it’s not all about points, badges and progress bars.

20% increase in profile completion.

Elements of Games that Aid Learning

• Story• Character • Recognition• Levels• Challenges • Chance• Replayability• Aesthetics• Time• Continual Feedback

Elements of Games that Aid Learning

• Story• Character • Recognition• Levels• Challenges • Chance• Replayability• Aesthetics• Time• Continual Feedback

NOT Enough Time

Elements of Games that Aid Learning

1. Feedback2. Story3. Characters4. Fantasy

FeedbackFeedback

The most helpful feedback provides specific comments about errors and suggestions for improvement. It also encourages learners 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.

Games like The Sims provide feedback on many dimensions which provide

opportunities to consider tradeoffs and higher level cognitive thinking.

Leaderboards provide opportunities for players to

receive feedback about their performance as compared to

others.

Comparative and relative feedback

Focused Feedback encourages activity.

StoryStory

Learners remember facts better…

When presented in a bulleted list as opposed to when presented in a story.

Is that Fact or Fishy?

FISHY: Researchers have found that the human brain has a natural

affinity for narrative construction.

FISHY: 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.

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.

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. ResolutionCharacter encounters problem

Problem builds tension

A solution is offered

Results are presented/positive

NikePlus Stats for Karl

Recommendations

• Embed facts to be learned in the context of stories.

• Use stories that are related to the context of the desired learning outcome.

• Embed facts to be learned in the context of stories.

• Use stories that are related to the context of the desired learning outcome.

We’ve Always Wanted Characters

An on-screen character is distracting to the learner..

Is that Fact or Fishy?

FISHY: On transfer tests involving different word problems, the group who had a character generated 30% more correct answers than the group with on-screen text.

Animated pedagogical agents (characters) can be aids to learning. A “realistic” character did not facilitate learning any better than a “cartoon-like” character.

Clark, R., Mayer, R. (2011) E-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers ofMultimedia Learning. New York: Pfeiffer. Pg. 194.

http://codebaby.com/elearning-solutions/examples/

Research indicates that learners perceive, interact socially with and are influenced by anthropomorphic agents

(characters) even when their functionality and adaptability are limited.

Who is more likely to run 24 hours later?

A.Person who watched an avatar that did not look like them runningB.Person who watched an avatar that looked like them runningC.Person watching an avatar that looked like them loitering /hanging out

Within 24 hours of watching an avatar like themselves run, learners were more likely to

run than watching an avatar not like them or watching an avatar like them loitering .

Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology, 21 (3), 95-113.

If learners watch an avatar that looks like them exercising & losing weight, they will subsequently exercise more

in the real world as compared to a control group.

Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology, 21 (3), 95-113.

Malone’s Theory of Intrinsically Motivating Instruction

Challenge Fantasy Curiosity

Fantasy– There are both cognitive and emotional reasons for evoking fantasy. Cognitively a fantasy can help a learner apply old knowledge to understand new things and help them remember the content. Emotionally, a person can connect with the experiences and not bring with it “real-world” concerns or fears.

Image courtesy of Game On! Learning

Evidence-Based Recommendations • Use characters/agents to model desired behavior.

• Use characters/agents to provide feedback and instruction to learners.

• Fantasy is an acceptable and positive element for instructional games

• Use characters/agents to model desired behavior.

• Use characters/agents to provide feedback and instruction to learners.

• Fantasy is an acceptable and positive element for instructional games

Games can influence people to behave in a positive manner.

Is that Fact or Fishy?

Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior. Journal of Personality and Social Psychology. Vol. 98 . No. 2., 211-221.Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior. Journal of Personality and Social Psychology. Vol. 98 . No. 2., 211-221.

Fact: Games can influence people to behave in a positive

manner.

28% helped to pick up pencils

33% helped to pick up pencils

67% helped to pick up pencils

22% intervened

56% intervened

1) Use a game/simulation to provide a context for the learning.

2) Don’t focus on “entertainment.”

3) Carefully craft the simulation/game to provide opportunities to increase engagement and interactivity to increase learning.

4) Embed the game /simulation into the curriculum. Provide “set-up,” game-time and debrief.

5) Embed facts to be learned in the context of stories.

6) Use stories that are related to the context of the desired outcome.

7) Use characters/agents to model desired behavior.

8) Use characters/agents to provide feedback and instruction to learners.

1) Use a game/simulation to provide a context for the learning.

2) Don’t focus on “entertainment.”

3) Carefully craft the simulation/game to provide opportunities to increase engagement and interactivity to increase learning.

4) Embed the game /simulation into the curriculum. Provide “set-up,” game-time and debrief.

5) Embed facts to be learned in the context of stories.

6) Use stories that are related to the context of the desired outcome.

7) Use characters/agents to model desired behavior.

8) Use characters/agents to provide feedback and instruction to learners.

Contact Karl via Twitter or emailContact Karl via Twitter or email

Twitter:@kkappkkapp@bloomu.eduTwitter:@kkappkkapp@bloomu.edu

QUESTIONS?QUESTIONS?

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