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Twitter:@kkapp
By Karl M. Kapp
Bloomsburg University
Gamification of Learning &Instruction
April 23, 2013 
Gamification of Learning
Interactivity (I) + Immersion (I) = Sustained Engagement (E)
Results in meaningful learning.
Interactivity (I) + Immersion (I) = Sustained Engagement (E)
Results in meaningful learning.
Content ripped from the pages of
“The Gamification of Learning and 
Instruction”
Content ripped from the pages of
“The Gamification of Learning and 
Instruction”
Slides for This Presentation
Google 
“Kapp Notes”
Look for ASTD Mid NJ 2013 Presentation Resources
Slides for This Presentation
Google 
“Kapp Notes”
Look for ASTD Mid NJ 2013 Presentation Resources
1
Agenda
What are three simple, low‐tech 
techniques for creating engaging 
learning experiences?
What are four instructional design methods 
that encourage immersive learning
2
3
How do I, create learning experiences tied to interactivity, 
immersion and game‐based elements? 
Use game-based mechanics,
aesthetics and game thinking to
engage people, motivate action,
promote learning, and solve
problems.
Gamification
• 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 parts of games but is not a
game in-and-of itself.
What is this “game” stuff?
Gamification of Learning
Adding game elements to
traditional learning.
Structural:
 Points
 Badges
 Leaderboard
Content:
 Characters
 Challenge
 Feedback
Gamification is using
game-based mechanics,
aesthetics and game-
thinking to engage people,
motivate action promote
learning, and solve
problems.
What is this “game” stuff?
http://success.adobe.com/microsites/levelup/index.html
Some people think Gamification is only about points, 
badges and rewards…
… if it was, this would be the most engaging game in the 
world.
20% increase in profile completion.
… the possibilities of “gamification” are far larger than 
points, badges and rewards.
Two Examples of the Concepts of 
Games and Gamification
Malone’s Theory of Intrinsically 
Motivating Instruction 
Challenge Fantasy Curiosity
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. Chapter 2 
“The Gamification of Learning and Instruction.”
Re‐design the Instruction to 
Start with a Challenge
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.
Challenge and Consolidation– Good games offer players a set
of challenging problems and then let them solve these problems
until they have virtually routinized or automated their solutions.
Games then throw a new class of problem at the players requiring
them to rethink their now, taken-for-granted mastery, learn
something new, and integrate this new learning into their old
mastery.
James Paul Gee,
University of Wisconsin-Madison
Transfer
The ability of simulations to teach skills that transfer to real‐
life, on‐the‐job situations seems abundantly positive… 
Computer‐based simulations—assessed as an alternative to 
other means of training, as a supplement to other means of 
training, as a device to combat skill decay in experienced 
trainees, and as a means of improving performance levels as 
they stand prior to training—show positive results for transfer 
a majority of the time.
In 22 out of 26 studies, trainees demonstrated equal or 
superior transfer to the control group from simulations.
Shenan Hahn
ADL Research and Evaluation Team
Learners assume the role of an aspiring 
Venetian merchant in the late 15th century, 
an era when Venice was the center of 
commerce in the Mediterranean, and 
therefore the world. 6‐levels. 
Recommendations 
1) Use a game/simulation to provide a context for the learning. 
2) Include Fantasy to overcome resistance, encourage 
generalization and invoke curiosity.  
3) Carefully craft the simulation/game to provide opportunities 
to increase engagement and interactivity to increase 
learning.
4) Transfer of learning occurs when tasks are cognitively the 
same.
Story
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
Recommendations 
• Embed facts to be learned in the context of stories.
• Start the learning process by providing a challenge to 
the learner.
• Use stories that are related to the context of the 
desired learning outcome. 
We’ve Always Wanted
Characters
Characters
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
An experience as an avatar 
can change a person's real 
life perceptions. In a study 
conducted by Yee and 
Bailenson (2006), it was 
found that negative 
stereotyping of the elderly 
was significantly reduced 
when participants were 
placed in avatars of old 
people compared with those 
participants placed in avatars 
of young people.
Yee, N. & Bailenson, J.N. (2006). Walk A Mile in Digital Shoes: The Impact of Embodied Perspective‐Taking on The
Reduction of Negative Stereotyping in Immersive Virtual Environments.. Proceedings of PRESENCE 2006: The 9th Annual 
International Workshop on Presence. August 24 – 26, Cleveland, Ohio, USA
On tests involving different word problems, the group who had 
a character explain the problems generated 30% more correct 
answers than the group with  just 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 of
Multimedia Learning. New York: Pfeiffer. Pg. 194. Chapter 4 “The Gamificaiton of Learning and Instruciton”
Guru
Carlo Vecchio
Recommendations 
• Use characters/agents to model desired behavior.
• Use characters/agents to provide feedback and 
instruction to learners.
• Characters should  speak in a natural, conversational tone.
• Use two characters, one for coaching and one for 
expertise is better than just having one character trying to 
do both.
Feedback
Games like The Sims provide feedback on 
many dimensions which provide 
opportunities to consider tradeoffs and 
higher level cognitive thinking. 
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.
Embed into a larger Curriculum
E-learning
Training Manuals
Classroom
instruction
Engagement
PedagogyGame
Educational
Simulation
Instructional games should be embedded in 
instructional programs that include 
debriefing and feedback. 
Instructional support to help learners 
understand how to use the game increases 
instructional effectiveness of the gaming 
experience.
g
Hays, R. T. (2005). The effectiveness of instructional games: A literature review and
discussion. Naval Air Warfare Center Training Systems Division (No 2005‐004). Chapter 4 
“The Gamification of Learning and Instruction.”
Example
“I can’t tell you how many people are coming to me wanting another 
game solution.” 
“The repetition of the different paths helped me retain the information.”
“I’m a pretty competitive person so challenging myself to get one of the 
top scores added a layer of fun to learning about the MobileConnect 
product.”
“The game was a fun way to learn about MobileConnect. I enjoyed the 
scenario‐type questions, which put it all into context.”
Player Results
Business Results
Average contract value 2x higher than for previous mobile product.
First call resolution ($35 a call/average) is up 45%
Of all the launches done in the previous two years to 
MobileConnect, the sales team has built the quickest pipeline for 
this product.
Player Results
“I really had a good time with Merchants.  It’s original, fun, challenging, 
outside of the ordinary.  It hooks you!”
“This is the best online training I know of.  It has had a positive impact on our 
business.”
“It’s a very new and interesting program.  The lessons from the mentor and 
the readings are very beneficial.  You learn concepts to help you plan, and 
afterwards negotiate in situations that reflect real negotiations that you have 
with clients.”
“Very interesting cases.  You learn very efficiently and effectively.  Applicable 
to real life.”
“I found it very interesting, especially the lessons of the mentor.  The main 
concepts are completely applicable to our day‐to‐day.  I am already looking 
forward to the next course!”
Learning Results
Average course evaluation, to date:  9.4 out of 10
Average assessment of educational value:  9.3 out of 10
Percentage answering “Yes” to “I find it applicable to real life”:  98%
Percentage answering “Yes” to “I will recommend this course”:  99%
Percentage of learners who completed the course after starting it:  92%
The above results are aggregate averages from over 30,000 learners who have 
taken this course.
Special Thank You! 
• Game On! Learning
– Bryan Austin
– http://www.gameonlearning.com/
• The Knowledge Guru
– Sharon Boller
– https://www.theknowledgeguru.com/
1) Interactivity of games leads to higher knowledge.
2) Fantasy, curiosity and challenge are key elements for 
instructional games.
3) Embed facts to be learned in the context of stories. 
4) On screen characters can enhance e‐learning.
5) Use stories rather than bulleted lists to present facts.
6) Present learners with a difficult challenge to engage and 
motivate them. 
7) Use stories that are related to the context of the desired 
learning outcome. 
8) Feedback needs to be targeted.
9) Embedded the game into a larger curriculum. 
Takeaways
Contact Karl via 
Twitter or email
Twitter:@kkapp
kkapp@bloomu.edu
Twitter:@kkapp
kkapp@bloomu.edu
Look for Fieldbook 
in 2014!

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