At the end of the The Quest for Learner Engagement: Games, Gamification, and the Future of Learning presentation, the participant should be able to:
Differentiate among the different learning applications of games, gamification and stimulations.
• Identify four game-elements appropriate for the gamification of learning.
7. 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 Colligan, 16 Nov 2006
8. 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.
Presenter’s iPhone Image, Screen Capture
9. ENIAC's main control panel
US Army Photo Located at http://en.wikipedia.org/wiki/File:Two_women_operating_ENIAC.gif
33. Gamification is
the use of gaming
elements
integrated into a
training program
aligned with
training and/or
business 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.
34. • 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?
36. Gamification
Elements that
Aid Learning
1. Story
2. Challenge
3. Mystery
4. Characters/Avatar
5. Challenge
6. Levels
7. Feedback
8. Replayability
9. Freedom to Fail
10.Asethetics
11.Time
12.Rewards
Image modified from Microsoft Clipart
37. Gamification
Elements that
Aid Learning
1. Story
2. Challenge
3. Mystery
4. Characters/Avatar
5. Challenge
6. Levels
7. Feedback
8. Replayability
9. Freedom to Fail
10.Asethetics
11.Time
12.Rewards
NOT Enough Time
Image modified from Microsoft Clipart
38. Elements of
Games
1. Reward Structures
2. Feedback
3. Story
4. Challenge
Image modified from Microsoft Clipart
39. Adding points, badges and
leaderboard to any training
makes it awesome!
Is that Fact or Fishy?
43. Howard-Jones. P.A., & Demetriou, S. (2008, September 11). Uncertainty and engagement with learning games.
Instructional Science, 37, 519-536.
Image modified from “The Gamification of Learning and Instruction by Karl M. Kapp”
The value, or size, of an anticipated reward influences
the motivational signal sent to the brain only within
the contexts of the reward system.
53. What can you do?
Use feedback to inform learners of
errors in thinking and to focus them on
the task they are learning.
Create leaderboards by department
or group rather than individually.
54. Learners remember facts better…
When presented as bulleted
list rather than presented as
a story.
Is that Fact or Fishy?
59. One way to engage learners is to…
Present them with a difficult
challenge.
Is that Fact or Fishy?
60. Fact.
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-Basss.
Source: http://us.battle.net/wow/en/
62. Nurse Assistant Training
• Course Objectives
– Describe the nursing assistant’s legal and
ethical responsibilities regarding medical
records.
– List basic rules for recording medical
information.
– Identify who is able to receive patient
information.
63. It is your first day on the job as a nurse’s
assistant and you have just witnessed a
senior nurse appear to provide medical
information to a dear friend of a terminally
ill patient.
What should you do?
Image from Microsoft Clipart
64. What can you do?
Give your learners the “Kobayashi
Maru” equivalent.
65. “Kobayashi Maru” is a no win,
difficult situation designed to
teach “thinking.”
68. Blue Shield of California, an independent
member of the Blue Shield Association, is a
not-for-profit health plan dedicated to
providing Californians with access to high-
quality health care at an affordable price.
Source: https://www.blueshieldca.com/
69. Wanted to serve as a model of how an
organization can successfully implement a
wellness program that benefits employees
and the organization.
Source: https://www.blueshieldca.com/
70. Daily program focusing on physical, mental
and emotional health using gamification
techniques.
Source: https://challenge.meyouhealth.com/signup
74. Gamification is part of an over all effort that has resulted in…
80% of Blue Shield Employees participate in at least one wellness
program.
The incidence of hypertension has fallen by two-thirds.
Disability claims are down.
50% drop in smoking prevalence and a similar increase in regular
physical activity among employees
Health Results
Source: https://challenge.meyouhealth.com/signup
81. 1) Games and Gamification are not the same thing but
both are powerful from a learning 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
learning outcome.
5) Present learners with a difficult challenge to engage
and motivate them.
6) Feedback should be targeted to learner needs.
7) Keep leaderboards relatively small, by department or
region—not by individual.
Takeaways
82. Copy of Slides and Notes available at
www.karlkapp.com
Contact Karl at:
karlkapp@gmail.com