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By Karl M. Kapp
Bloomsburg University
Gamification of Learning &Instruction 
EMAIL: kkapp@bloomu.edu
TWITTER: @kkapp
BLOG: http://karlkapp.com/kapp‐notes/
The Quest for Learner Engagement: 
Games, Gamification, and the Future of 
Learning 
Image from “The Gamification of Learning and Instruction by Karl M. Kapp” 
Brief history of…
The World
Image purchased for use
from iStockphoto
Image obtained from Microsoft Clipart
Image obtained from Microsoft Clipart 
Image obtained from Microsoft Clipart 
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
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
ENIAC's main control panel
US Army Photo Located at http://en.wikipedia.org/wiki/File:Two_women_operating_ENIAC.gif 
Image obtained from Microsoft Clipart 
4 23
Source: Atari Inc.
Source  Midway, Inc. 
Source: Brøderbund
What variables do I
balance to keep my
person happy?
How should I
manage my time?
Source: http://www.thesims.com/en‐us
What leadership
strategy should I
use?
Source: http://us.battle.net/wow/en/
Source:http://aa3.americasarmy.com/
Image obtained from Microsoft Clipart 
Image obtained from Microsoft Clipart 
Not another 
online 
lecture.
Image obtained from Microsoft Clipart 
Sorry, had you 
on mute, could 
you repeat the 
question.
Image obtained from Microsoft Clipart 
I am going to 
need more 
coffee.
Image obtained from Microsoft Clipart 
are Needed
New
Instructional
Approaches
are Needed
Image modified from Microsoft Clipart 
Gamification
Gamification
Lots of Hype
Gartner Group predicts by 2015,  40 percent 
of Global 1000 organizations will use 
gamification as the primary mechanism to 
transform business operations.
Gartner Group predicts 80 percent of 
current gamified applications will fail to 
meet business objectives, primarily due 
to poor design.
Let’s Play
Fact or Fishy…
Image modified from Microsoft Clipart 
Rules
• A statement is presented
– Choose the best response
• Text Keyword Response:
– To 37607
Take out 
your text‐
machines
Standard Texting Fees 
Apply! 
Images obtained from Microsoft Clipart 
Two Teams
teama teamb
How To Respond via Texting
1. Polleverywhere has no access to your phone number
2. Capitalization doesn’t matter, but spaces and spelling do
TIPS
Amaze
Inamaze
alright
Amaze
Image modified from PollEveryWhere
(free download with software purchase)
“Games” and “Gamification”
are the same thing.
Is that Fact or Fishy?
Image modified from Microsoft Clipart 
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.
• 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?
Gamification + Simulation = Learning Game
What is this “game” stuff?
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 
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 
Elements of
Games
1. Reward Structures
2. Feedback
3. Story
4. Challenge
Image modified from Microsoft Clipart 
Adding points, badges and
leaderboard to any training
makes it awesome!
Is that Fact or Fishy?
Fishy… if it was that easy…this would be the most engaging 
game in the world.
Source: http://progresswars.com/
20% increase in profile completion.
Source; http://linkedin.com
Use coins, points and rewards to provide feedback on 
performance, updates on progress and level of 
correctness. 
Kapp, K. M. (2012) The Gamification of Learning and Instruction. New York: Pfeiffer. Chapter Four. Pages 89-98.
Source: http://www.nintendo.com/
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.
Receiving a PREDICTABLE reward 
releases one shot of dopamine.
Howard-Jones. P.A., & Demetriou, S. (2008, September 11). Uncertainty and engagement with learning games.
Instructional Science, 37, 519-536. Image from “The Gamification of Learning and Instruction by Karl M. Kapp” 
Receiving an UNPREDICTABLE reward 
releases two shots of dopamine. 
Yeah, me!
Howard-Jones. P.A., & Demetriou, S. (2008, September 11). Uncertainty and engagement with learning games.
Instructional Science, 37, 519-536. Image from “The Gamification of Learning and Instruction by Karl M. Kapp” 
What can you do?
Intelligently add game elements to
instruction. Use points, rewards
and badges to convey
meaning…not simply completion.
Feedback
Source: NAMCO BANDAI Games Inc.
Source: NAMCO BANDAI Games Inc.
The most effective feedback
focuses the learner's
attention on the correct
answer?
Is that Fact or Fishy?
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.
Source: http://www.thesims.com/en‐us
Leaderboards provide 
opportunities for players to 
receive feedback about their 
performance as compared to 
others. 
Image from “The Gamification of Learning and Instruction by Karl M. Kapp” 
Garci, S., & Tor, A. (2009) The N‐Effect: More Competitors, Less Competition> Psychological Science, Volume 20—Number 7 
Test scores fall as the 
average number of test 
takers at test‐taking venues
increases.
People finished a timed quiz 
faster, trying to be in top 
20%, if they believed they 
were in a pool of 10 versus a 
pool of 100.
Called the “N‐Effect”
Image from “The Gamification of Learning and Instruction by Karl M. Kapp” 
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.
Learners remember facts better…
When presented as bulleted
list rather than presented as
a story.
Is that Fact or 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.
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.  Image from Microsoft Clipart 
NikePlus Stats for Karl
Source: www.nikeplus.com, Presenter’s account
Source: https://www.zombiesrungame.com/
What can you do?
Use meaningful stories. Provide the
context for the learning.
One way to engage learners is to…
Present them with a difficult
challenge.
Is that Fact or Fishy?
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/
Re-design the Instruction to
Start with a Challenge
Image from Microsoft Clipart
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.
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
What can you do?
Give your learners the “Kobayashi
Maru” equivalent.
“Kobayashi Maru” is a no win,
difficult situation designed to
teach “thinking.”
Putting it All Together
Source: https://www.blueshieldca.com/
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/
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/
Daily program focusing on physical, mental
and emotional health using gamification
techniques.
Source: https://challenge.meyouhealth.com/signup
Source: https://challenge.meyouhealth.com/signup
Source: https://challenge.meyouhealth.com/signup
Source: https://challenge.meyouhealth.com/signup
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
Business Results
Wellness program participants are paying $3 million a year less in their share of 
insurance premiums.
The company benefited by cutting annual health cost growth for its employees from 
double to single digits.
Blue Shield expects a 3:1 ROI for its wellness program‐and gets it.
The company has seen its annual medical and lost‐productivity costs drop by $5 million.
Source: https://challenge.meyouhealth.com/signup
Content References
• The Gamification of Wellness
– http://www.hfma.org/Content.aspx?id=14030
• Pharmville: Applying Gamification to
Healthcare
– http://3blmedia.com/blog/Hale-Advisors/Health/Pharmville-
Applying-Gamification-Healthcare
• Gamification Boosts Employee Health
Behavior, Blue Shield Argues
– http://www.informationweek.com/healthcare/patient/gamification-
boosts-employee-health-beha/232900572
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
Spaced Retrieval and Retrieval Practice
Image from Microsoft Clipart
Working Indian men (aged 35—55 years) with impaired 
glucose tolerance were randomly assigned to either a 
mobile phone messaging intervention or standard care. 
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.
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
Image from Microsoft Clipart
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. “
Image from Microsoft Clipart
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%.
Image from Microsoft Clipart
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
Copy of Slides and Notes available at
www.karlkapp.com
Contact Karl at:
karlkapp@gmail.com

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The Quest for Learner Engagement: Games, Gamification and the Future of Learning