gamification research: what the numbers reveal

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Gamification Research: What the Numbers Reveal By: Karl M. Kapp, Ed.D. Professor, Instructional Technology Bloomsburg University Twitter: @kkapp

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Page 1: Gamification Research: What the Numbers Reveal

Gamification Research: What the Numbers Reveal

By: Karl M. Kapp, Ed.D.

Professor, Instructional Technology Bloomsburg University

Twitter: @kkapp

Page 2: Gamification Research: What the Numbers Reveal

Lynda.com Course: Gamification of Learning YouTube Video

Web Site: www.karlkapp.com

Books

Getting in touch with Karl

Twitter: @kkapp Web: www.karlkapp.com

Email: karlkapp.com : http://www.facebook.com/gamificationLI

Page 3: Gamification Research: What the Numbers Reveal

Co-Researcher • Deltcho Valtchanov

– An experimental psychologist at the University of Waterloo Games Institute. His research focuses on how real and virtual environments can influence cognitive function, and how games and gamification can be used to motivate positive changes in behaviors."

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Agenda • What did we study?

– Question Driving Research

• How Research Was Conducted – Procedure/Methodology – Axonify Platform

• Research Questions • Results • Discussion

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Acknowledgement

• Research was graciously funded through a grant by:

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What are we discussing?

• Results of a research study: – Submitted for peer-review – Conducted to academic standards – Not a case study

• Applied Research/Field Study – Not experimental – No control group – Not exactly the same population

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Question driving research

Is it possible that a casual game can be used as a “hook” to motivate a learner to engage with content that is instructional but not part of the game play.

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In other words…

Does a casual game encourage learners to engage with a gamified learning platform more than asking them questions?

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Literature Review

• What do we know? – Several theories support the idea of serious games

positively influencing motivation (Garris et al. 2002; Ryan & Deci 2000; Ryan, Rigby, & Przybylski 2006 ).

– Wouters et al (2013), found in their metanalysis of 39 game studies that serious games are not more motivating than other instructional methods used in comparison groups.

Page 10: Gamification Research: What the Numbers Reveal

Literature Review

• What do we know? – 55% of teachers use games in the classroom on a

weekly basis (“Teachers Surveyed” 2013) – 20% of corporations use games for learning

(“Association for Talent Development” 2014) – Marketplace of learning games or “serious games” is

predicted grow at a compound annual growth rate of 16% reaching an estimated value of $5,448 million by 2020 (“Serious game” 2015).

Page 11: Gamification Research: What the Numbers Reveal

Literature Review

• What do we know? – 55% of teachers use games in the classroom on a

weekly basis (“Teachers Surveyed” 2013) – 20% of corporations use games for learning

(“Association for Talent Development” 2014) – Marketplace of learning games or “serious games” is

predicted grow at a compound annual growth rate of 16% reaching an estimated value of $5,448 million by 2020 (“Serious game” 2015).

Page 12: Gamification Research: What the Numbers Reveal

Literature Review

• What do we know? – Only a third of U.S. employees are engaged at work – 50.3% report themselves as "not engaged" at work – 16.8% reported themselves as "actively disengaged"

(Adkins 2016).

Page 13: Gamification Research: What the Numbers Reveal

How was research conducted?

• Two Groups/Conditions – Game Group – No Game Group

• Length of Study – 12 month period of study

• Data Collection – In place data set – Data mined from existing database

• Operationally Defined – Casual Games – Learning – Engagement

Page 14: Gamification Research: What the Numbers Reveal

Participants

• Game Group – Retail Sales Company with 1,908 employees in a that

used casual games as motivation for learning • No Game Group

– Retail Sales Company with 4,393 employees in a retail chain that did not use casual games to motivate learning.

• Note: Unequal distribution of employees between the two major retail chains was a result of one retail chain being much larger than the other.

Page 15: Gamification Research: What the Numbers Reveal

Data Collection Axonify Platform

• Software platform was used by multiple clients who both used casual games to engage learners and those who did not.

• System collected and stored a variety of data related to learner interactions on the platform which made it possible to track and examine the data set anonymously.

• Game and no-game condition identical in every way except for the one variable of game or no-game.

• Funded research.

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Operational Definitions

• Learning (Recall) – “The more one knows (remembers), the more

intellectual competencies one has to draw on for thinking, problem solving and even creativity…knowledge and skills are acquired through memory” (Klemm 2007, p. 63).

– “the ability to remember an idea, material or phenomenon in a form very close to that in which it was originally encountered” (After Taxonomy 1956; Seels & Glasgow 1990).

Page 28: Gamification Research: What the Numbers Reveal

Operational Definitions

• Casual Game – “In general, casual games involve less complicated

game controls and less complexity in terms of gameplay” (Loreto & Gouaïch 2010).

• Low Barrier to Entry • Played in Short Increments (5-20 minutes) • Reduced Complexity • Non-punishing game play

– Commercially popular casual games include Angry Birds, Bejeweled, Diner Dash, Candy Crush and Microsoft’s Solitaire.

Page 29: Gamification Research: What the Numbers Reveal

Research Question One

• Does the opportunity to play a game impact level of employee engagement?

• For the purpose of this study, level of engagement was operationally defined as: – Number of times a learner returns to the software. – Number of sessions a learner spent browsing other

related parts of the platform (e.g., Report Card) and voluntarily chooses to participate in extra learning opportunities.

Page 30: Gamification Research: What the Numbers Reveal

Research Question Two

• Does a higher level of engagement correlate with increased learning?

• For the purpose of this study, level of learning was operationally defined as: – Number of correct answers provided by learners over

a 12 month period. – Correct answer streak length

• Remember: learning is defined as: “the ability to remember an idea, material or phenomenon in a form very close to that in which it was originally encountered”

Page 31: Gamification Research: What the Numbers Reveal

Null Hypothesis

• There will be no difference in the level of engagement between the two groups.

• Level of learning of employees allowed to play a game prior to being presented with content to be learned will not be different than the level of learning by a group of employees not allowed to play a game prior to being presenting with content to be learned.

Page 32: Gamification Research: What the Numbers Reveal

Research Question One: Results

• Does the opportunity to play a game impact level of employee engagement? – Using a one-way ANOVA (Analysis of Variance of the Means) – Learners in the game condition logged in to do their training

significantly more often (M = 108.12 per year) than those in the no-game condition (M = 71.30) p < 0.001.

– Learners were significantly (51.64%) more motivated to come back and engage with the learning platform when they could play a game.

Statistically highly significant is often stated as P < 0.001 (less

than one in a thousand chance of being wrong).

Page 33: Gamification Research: What the Numbers Reveal

Research Question One: Results

• Does the opportunity to play a game impact level of employee engagement? – Using a one-way ANOVA (Analysis of Variance of the Means) – Learners in the game condition logged in to do their training

significantly more often (M = 108.12 per year) than those in the no-game condition (M = 71.30) p < 0.001.

– Learners were significantly (51.64%) more motivated to come back and engage with the learning platform when they could play a game.

Page 34: Gamification Research: What the Numbers Reveal

Research Question One: Results

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80

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Page 35: Gamification Research: What the Numbers Reveal

Research Question One: Results

• Does the opportunity to play a game impact level of employee engagement? – A one-way ANOVA revealed that learners in the games condition

viewed their report card significantly more often (M = 9.88) than learners in the no-games condition (M = 2.96) p < 0.001

– The analysis also revealed that learners in the games condition volunteered to do significantly more extra training material (M = 6.28) than learners in the no-games condition (M = 3.3) p < 0.001

Page 36: Gamification Research: What the Numbers Reveal

Research Question Two: Results

• Does a higher level of engagement correlate with increased learning? – Using a one-way ANOVA the analysis found that learners in the

game condition answered significantly more questions correctly (M = 413.47) than learners in the no-game condition (M = 145.61) p < 0.001.

Page 37: Gamification Research: What the Numbers Reveal

Research Question Two: Results

• Pearson correlation was used to determine if voluntarily engaging with the optional learning opportunities found in the report card and extra training correlated to answering more quiz questions correctly across the entire sample of learners. – A moderate significant correlation was found between interacting

with the report card and the number of correct answers on quizzes, r(6301) = 0.44, p < 0.001. M

– A strong significant correlation was found between engaging in optional extra training and the number of correct quiz answers, r(6301) = 0.67, p < 0.001.

Page 38: Gamification Research: What the Numbers Reveal

Research Question Two: Results

• Pearson correlation was used to determine if voluntarily engaging with the optional learning opportunities found in the report card and extra training correlated to answering more quiz questions correctly across the entire sample of learners. – A moderate significant correlation was found between interacting

with the report card and the number of correct answers on quizzes, r(6301) = 0.44, p < 0.001. M

– A strong significant correlation was found between engaging in optional extra training and the number of correct quiz answers, r(6301) = 0.67, p < 0.001.

Pearson's r is a measure of the linear correlation between two variables X and

Y, giving a value between -1 and +1 inclusive, where +1 is total positive correlation, 0 is

no correlation,

Page 39: Gamification Research: What the Numbers Reveal

Research Question Two: Results

• A comparison of the correct answer streaks per question, which ranged from 0 to 2, for learners in the games condition to those of learners in the no-games condition using a one-way ANOVA. – Learners in the games condition had significantly better correct

answer streaks (M = 1.71) than those in the no-games condition (M = 1.24), p < 0.001.

Page 40: Gamification Research: What the Numbers Reveal

Research Question Two: Results

0.0

0.2

0.4

0.6

0.8

1.0

1.2

1.4

1.6

1.8

2.0

Games OFF Games ON

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p < 0.001

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Limitations

• Two different populations – Two different sizes – Two different company cultures – Unknown efforts to engage employees with platform

• One study – Further investigation is warranted

• More research is required to determine if this result is reproducible and what elements contribute to the results.

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Conclusion

• It appears that the opportunity to play a casual game prior to learning positively impacts the level of employee engagement.

• When a learner has a high level of engagement with a gamified platform, they have a higher level of content recall (learning).

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