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Game Design and
 Gamification

Koreen Olbrish                                                   Karl Kapp
Senior Product Manager, lyndaCampus, lynda.com   Professor of Instructional
Technology, Author
Soon to be Author!                                              Bloomsburg
University
@koreenolbrish                                                  @kkapp
Who are you?
Why are you here?
What’s your
favorite game?
         Points: Weirdest personal anecdote
Designing Performance‐Based Instruction



     Facts               Concepts                         Rules
    - Elaborating        - Examples                      - If-Then
    - Organizing         - Non-Examples                  - Cause/Effect
    - Association        - Attribute Classification      - Concept Application



Procedures                Principles                    Problem-Solving
- Whole to Part Review    - Teach Model               - Multiple Scenarios
- Learn Parts             - Behavior Checklist        - Professional Experiences
- Assemble Procedure      - Examples                  - Realistic Application
Jargon
                                               Memorization
                                 Facts 

• Designing for Facts
   – Elaboration‐links new information with 
     relevant prior knowledge
      • Superordinate‐context of new fact
      • Coordinate‐compare/contrast
Jargon
                         Facts         Memorization




• Designing for Facts
  – Organizing—Placing facts into a 
    logical grouping (chunking)
     •   Tables
     •   Diagrams
     •   Lists
     •   Models
     •   Mnemonics


  Roy G. Biv
Declarative 
Knowledge Games




                         Matching
                     Multiple Choice
                  Organization‐Drag/Drop
Combine First‐Person with 
                                                   Teaching Facts




www.gadgetsgamesandgizmos.
                             © Karl M. Kapp 2007
com
Researchers have found that the                       Yep, people tend to remember facts 
human brain has a natural affinity for                more accurately if they encounter 
narrative construction.                               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.




    http://www.kaplaneduneering.com/kappnotes/index.php/2007/05/accidental‐learning‐and‐power‐of/
Categories
                          Concepts          Concrete




• Designing for Concepts
  – Concept is a class of items that share common 
    features and is known by a common name.
     • Example, Non‐Example
     • Attribute Classification
Conceptual
Knowledge Games




      Examples
   Non‐Examples
Results of Conceptual 
   Understanding
Conceptual 
Orienteering
Conceptual 
Orienteering




           Triggers Episodic 
           Memory
Rules                 Moisture causes
                                              out of tolerance




• Designing for Rules
  – Rule is a statement that expresses a relationship 
    between concepts.
     • If‐Then
     • Cause/Effect
     • Concept Application
SOPs
                  Procedures             Step-by-Step



• Designing for Procedures
  – Procedure is a sequence of steps the learner 
    performs to accomplish a task.
     • Whole to Part Review
     • Learn Parts
     • Assemble  Procedure
Procedures
                        - Whole to Part Review
                        - Learn Parts
                        - Assemble Procedure




www.gadgetsgamesandgizmos.com       © Karl M. Kapp 2007
Leadership
                     Principles     Trouble Shootin


• Designing for Principles
  – Principle is a non‐sequential guideline that must 
    be adapted to a specific situation. 
     • Teach Model
     • Behavior Checklist
     • Examples
Example
Learning: http://www.enspire.com/
Enspire Learning: http://www.enspire.com/
Enspire Learning: http://www.enspire.c
Problem‐Solving
• Designing for Problem‐Solving
  – Problem is previously un‐encountered situation 
    that requires the application of previously learned 
    concepts, rules, procedures, principles
     • Teach Model
     • Behavior Checklist
     • Examples
Problem Solving
Knowledge Games




                   Branching 
                   Simulation
Problem Solving
Knowledge Games



                     Virtual 3D 
                   Environments
Energy efficiency 
              certification requires a 
                      field test. 




Energy Observation
Interplay Energy, in partnership with the
   Residential Energy Services Network
(RESNET) created a simulation to measure
applied knowledge and understanding like a
             physical field test.
Objectives included:
        • Gas line leak detection
          • Ambient CO testing
 • Unvented appliance testing (ovens and
        stove top burners primarily)
       • Proper equipment usage
        • Appliance identification
   • Combustion appliance Zone (CAZ)
                understanding
     • Worst Case Depressurization
• Vented Appliance (furnace, boilers, water
      heaters) tests: spillage, CO, draft
Inventory Observation



Kapp, K. & O’Driscoll T. ( 2010) Learning in 3D: Adding a new dimension to enterrpise
                      learning and collaboration. Pfeffier. PP.416.
Learners journey through a 
series of activities designed 
 to synthesize conceptual 
          learning.
Learning changes from being Disembodied and 
Transactional to Embodied, Relational and Experiential.
Fostering Pro‐Social 
                      Behavior




Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior. 
       Journal of Personality and Social Psychology.  Vol. 98 . No. 2., 211‐221.
28% helped to 
pick up pencils
33% helped to 
pick up pencils
67% helped to 
pick up pencils
22% intervened
56% intervened
Summary


• See Matching Content Types to Game Designs 
                 Worksheet
Create two assessment and game activities within this chart for next week. 


  Type of          Instructional Strategy        Game You Developed
 Knowledge
Let’s Play
Fact or Fishy…
Rules
• A statement is presented
  – If “true” indicate: FactX
  – If “false” indicate: FishyX
• Text Response:
In a Meta-Analysis…

Knowledge retention for
games was 17% higher
    than Lecture.

Is that Fact   or Fishy?
Fact
                       KnowledgeR % Higher
                       etention
                       Lecture        17%
                       Discussion      5%
                       Declarative    17%


Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based
                     simulation games. Personnel Psychology .Review of 65 studies
Percentages of Impact
 It wasn’t the game, it was level 
                Type of 
     of activity in the game.
                                                              % Higher
                        Knowledge/
                        Retention
                        Declarative           11%
                                    In other words, the engagement 
                        Procedural of the learner in the game leads 
                                              14%
                                              to learning.
                        Retention             9%
Sitzmann, T. (2011) A meta-analytic examination of the instructional
   effectiveness of computer-based simulation games. Personnel
                  Psychology .Review of 65 studies
Games/Simulations must be
  fun to be Educational.



  Is that Fact   or Fishy?
Fishy
Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of
              computer-based simulation games. Personnel Psychology .
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
20% higher 

                                       Fact                              confidence levels.




Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of
              computer-based simulation games. Personnel Psychology .
An on-screen character is
distracting to the learner and
 does not facilitate learning
    as well as simple text.
  Is that Fact   or 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 of
                                    Multimedia Learning. New York: Pfeiffer. Pg. 194.
Who is more likely to run 24 hours later?

A. Person who watched an avatar that did not 
             look like them running
B. Person who watched an avatar that looked 
               like them running
C. 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
                                                                   95-113.
Avatar as Teacher




 Research indicates that learners perceive, interact 
socially with and are influenced by anthropomorphic 
 agents (avatars) even when their functionality and 
               adaptability are limited.



Baylor, A. 2009 Promoting motivation with virtual agents and avatars: R ole of visual presence and appearance.
                    Philosophical Transactions of the Royal B Society. 364, 3559–3565
Two avatars are better than 
                      one?




Motivator



                              Mentor

 Expert
              Fact or Fishy?
Yes, two avatars are better 
        than one.


                                                        Fact               Motivator



             Mentor
Baylor, A. L. & Kim, Y. (2005). Simulating instructional roles through
 pedagogical agents. International Journal of Artificial Intelligence in
                         Education, 15(1), 95-115.
                                                                            Expert
Learners remember facts better…

When presented as bulleted
list rather than presented as
             a story.

  Is that Fact   or Fishy?
Fishy
Researchers have found that the                        Yep, People tend to remember facts 
human brain has a natural affinity for                    more accurately if they encounter 
      narrative construction.                            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
NikePlus Stats for Karl
Story Elements
1. Characters

2. Plot (something has to happen).
 3. Tension

 4. Resolution
5. Conclusion
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‐Bass
Re‐design the Instruction to 
   Start with a Challenge
Investigatory Training
• Course Objectives
  – Identify the Forms Required for an Investigation
  – Practice Interview Techniques
  – Understand and Follow the Investigation Model 
It is your first day on the job as an investigator and
Jane, an employee in Accounting, just accused her
              boss of embezzling $10,000.

       What is the first thing you should do?
Games can influence
people to behave in a pro-
     social manner.


 Is that Fact   or Fishy?
Fact


Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior. 
       Journal of Personality and Social Psychology.  Vol. 98 . No. 2., 211‐221.
28% helped to 
pick up pencils
33% helped to 
pick up pencils
67% helped to 
pick up pencils
22% intervened
56% intervened
Take‐Away
 1) Interactivity of games leads to higher knowledge retention 
            for declarative and procedural knowledge.
2) Games/Simulations do not need to be fun to be educational.
        3) On screen characters can enhance e‐learning.
  4) Two on screen characters (mentor and expert) are better 
                             then one.
     5) Onscreen avatars can influence off‐screen behavior.
    6) Use stories rather than bulleted lists to present facts.
  7) Present learners with a difficult challenge to engage and 
                           motivate them. 
    8) Games can influence people to behave in a pro‐social 
                              manner.
[insert client logo]


[insert name] Design Document

Design Document


2/7/2013




Harrisburg University
LTMS 531
Client Name
[insert name] Design Document


Table of Contents
Table of Contents .......................................................................................................................................... 2
Introduction .................................................................................................................................................. 4
          ARG Goal ............................................................................................................................................ 4

          Game Theme & Storyline .................................................................................................................. 4

Instructional Strategy.................................................................................................................................... 5
          Target Audience................................................................................................................................. 5

          Learning Objectives ........................................................................................................................... 5

Game Play ..................................................................................................................................................... 6
          Learner Role....................................................................................................................................... 6

          Game Structure ................................................................................................................................. 6

          Team Structure .................................................................................................................................. 6

          Non-Player Characters....................................................................................................................... 6

          Clue Distribution ................................................................................. Error! Bookmark not defined.

Game Components ....................................................................................................................................... 7
Tracking and Scoring ..................................................................................................................................... 8
          Individual vs. Team ............................................................................................................................ 8

          Storyline Points.................................................................................................................................. 8

          Bonus Points and Content ................................................................................................................. 8

Portal Functionality ....................................................................................................................................... 9
          Player Perspective ............................................................................................................................. 9

          District Manager of Internet Sales Perspective .................................. Error! Bookmark not defined.

Content ....................................................................................................................................................... 10
          Scenarios.......................................................................................................................................... 10

Schedule ...................................................................................................................................................... 11
Appendix: Scenario Script ........................................................................................................................... 13


© 2011                                                         CONFIDENTIAL                                                                        2
Client Name
[insert name] Design Document


      Scenarios Overview ......................................................................................................................... 13

      Scenarios Script ............................................................................................................................... 14




© 2011                                                  CONFIDENTIAL                                                                       3
Client Name
[insert name] Design Document


Introduction: Executive Summary
XX


Business Issue
XX


Game Goal
XX




Game Theme & Storyline
XX


Introduction to the Game
XX




© 2011                          CONFIDENTIAL   4
Client Name
[insert name] Design Document


Instructional Strategy

Target Audience
XX


Learning Objectives
     1. XX




© 2011                          CONFIDENTIAL   5
Client Name
[insert name] Design Document


Game Play

Learner Role
XX


Game Structure
XX


Team Structure [if applicable]

Non-Player Characters
XX XX
About the Character: XX

Game Role: XX

XX
About the Characters: XX

Game Role: XX




Game Technology
XX




© 2011                           CONFIDENTIAL   6
Client Name
[insert name] Design Document


Game Components
The following graphics illustrate all components to be included in the game: [insert play flow elements]




© 2011                                   CONFIDENTIAL                                           7
Client Name
[insert name] Design Document


Tracking and Scoring
Scoring in the game will be both individually tracked as well as team tracked.


Individual vs. Team
XX


Storyline Points [if applicable]
XX


Bonus Points and Content [if applicable]
XX




© 2011                                   CONFIDENTIAL                            8
Client Name
[insert name] Design Document


[Technology] Functionality
In addition to standard functionality (eg, login, password management), the following is a list of
functionality from the perspectives of each player type for this game.


Player Perspective
XX




Character Perspective
XX




Player Use Case
XX




© 2011                                   CONFIDENTIAL                                            9
Client Name
[insert name] Design Document


Content

Scenarios




© 2011                          CONFIDENTIAL   10
Client Name
[insert name] Design Document


Schedule [How the game is rolled out/timed, if applicable]
Date              Description                  Notes

Before Week 1

Week 1 –
Monday

Week 1 –
Tuesday

Week 1 –
Wednesday

Week 1 –
Thursday

Week 1 – Friday

Week 2 –
Monday

Week 2 –
Tuesday

Week 2 –
Wednesday

Week 2 –
Thursday

Week 2 – Friday

Week 3 –
Monday

Week 3 –
Tuesday

Week 3 –
Wednesday



© 2011                          CONFIDENTIAL           11
Client Name
[insert name] Design Document


Week 3 –
Thursday

Week 3 – Friday

Post-game




© 2011                          CONFIDENTIAL   12
Client Name
[insert name] Design Document




Appendix: Scenario Script

Scenarios Overview




© 2011                          CONFIDENTIAL   13
Client Name
[insert name] Design Document


Scenarios Script




© 2011                          CONFIDENTIAL   14
ASTD TechKnowledge® 2013 Conference & Exposition


              Tuesday, January 29
                   Room 114


GAME DESIGN AND GAMIFICATION
                    WORKSHOP # 8


                       Karl M. Kapp, Ed.D.
              Professor, Instructional Technology
                     Bloomsburg Unviersity
                      kkapp@bloomu.edu
                         570-389-4849
     Kapp Notes: http://www.uleduneering.com/kappnotes/



                        Koreen Olbrish
            Senior Product Manager, lyndaCampus


                         lynda.com




                       Handout
Karl M. Kapp ©2013   1-2
Symbols and Icons
Below is a list of symbols and icons that will trigger you to important items within this
Handout

     Symbol/Word                                           Meaning

 Note                       Important information for you to know or remember.

? Question                   Write an answer or think about and write a response or ask
                             a question.

 Write                      Take notes or write information into your learner guide.

 Think                      Think about a concept or idea.

Definition                  Definition of a term you should know.

Play                        Play a game or participate in an activity.


Introduction
This decidedly unacademic workshop provides a broad scientific overview of what we
know from research about the effectiveness of games and game-elements to change
learner behaviors. This engaging, exciting workshop shows you how to use the existing
research literature in your own design and delivery of game-based learning. You will be
provided with tips and techniques for matching research findings to your own learning
design for games and gamification. We’ll move the concepts from research to practice
with plenty of examples. We’ll even match game types with content types for both
instructor-led training and elearning design.

This interactive workshop includes many examples of using game-based learning for
performance improvement and highlights how organizations have used games to achieve
learning success. And, yes, you will play and design a game in this workshop. Discover
how research-based practices fit in with today's fast-paced need for quick, effective
instruction and how you can take elements such as Challenge, Feedback, Levels and
Storytelling and create an engaging game-based learning experience.



? Question
Think about how you can use games for learning. Do you currently use games for
learning and how effective do you believe them to be?



Karl M. Kapp ©2013                          1-3
Agenda
9:00-9:30 Introductions and Getting Started
Of course we are starting with a game and then quickly debrief on what made that game
successful and what would make it even better! Meet other attendees and begin to discuss
elements that make games appropriate for learning. This is learning by experience. We will
discuss both online and classroom-based game and game design.

9:30-10:15 Aligning Your Game to Business Outcomes
There is no point in creating a game in a business environment if it doesn’t help improve
performance. This section of the workshop discusses several methods for ensuring that the
learning objectives you establish in the game link to the business outcomes of your organization.
This is necessary to ensure your game is a learning and business success.

10:15-10:30 Break

10:30-11:30 Overview of Game Design/Develop Process
What does it take to design a game? What are the steps in the process and which are the most
critical to success. This section discusses how games are design and provides tips and techniques
for ensuring the game process produces a learning focused game.

11:30-12:30 Conceptualizing and Creating a Game Concept
What does it take to design a game? What are the steps in the process and which are the most
critical to success. This section discusses how games are design and provides tips and techniques
for ensuring the game process produces a learning focused game.

12:30-1:45 Lunch
Here is where we get food, put it in our mouths and eat it! Yum, everyone likes food especially in
the middle of the day, you don’t want to miss this basic need on Maslow’s Hierarchy.

1:45-3:15 Paper Prototyping the Game
The best time to change a game is before it’s been programmed. In this section, we’ll take our
ideas from the game concepts we’ve developed and play paper-based versions of our ideas. We’ll
test our concepts and see if we can improve upon our concept.

3:15-4:00 Development Considerations
Here we’ll look at a several different types of game development software . We’ll discuss
“lessons learned” from the perspective of development and review a checklist that you need to
keep in mind for game development.

4:00-4:15 Break

4:15-5:00 Closing and share out
In this section, we’ll share lessons learned from the workshop, review the tools and techniques we
leveraged to create our game concept and our paper prototypes and we’ll discuss the next steps
for each individual.




Karl M. Kapp ©2013                             1-4
Objectives

In this workshop, you will learn:

   •   How to apply game-based strategies to the presentation of learning content.
   •   Principles for adding games to learning curriculums.
   •   Four motivational aspects of games that improve learning recall and application.
   •   Six ideas for designing games for learning.




? Question
What is your goal for the workshop? Write down your goals for the workshop and make
sure the instructor is on-target with meeting your needs. If not, ask questions and make
sure you gain what you’d like from the information presented.



________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________




Karl M. Kapp ©2013                            1-5
Do Games Impact Learning?
Before discussing the details and elements of games, let’s discuss the research behind the
use of games for learning and instruction.

The chart below summarizes the findings from the article Sitzmann, T. (2011) A meta-
analytic examination of the instructional effectiveness of computer-based simulation
games. Personnel Psychology. As indicated by Sitzmann, “Meta-analytic techniques
were used to examine the instructional effectiveness of computer-based simulation games
relative to a comparison group (k=65, N=6,476). Consistent with theory, post-training
self-efficacy was 20% higher, declarative knowledge was 11% higher, procedural
knowledge was 14% higher, and retention was 9% higher for trainees taught with
simulation games, relative to a comparison group.

              Type of Knowledge                         % Higher with
                                                        Simulation/Games



              Declarative                                      11%

              Procedural                                       14%


Sitzmann found that simulation games were 17% more effective than lecture and 5%
more effective than discussion, the two most popular instructional methods in classroom
instruction.
                Type of Delivery                      % Higher with
                                                      Simulation/Games



                Lecture                                       17%

                Discussion                                    5%


Sitzmann goes on to indicate that “Trainees learned more, relative to a comparison group,
when simulation games conveyed course material actively rather than passively, trainees
could access the simulation game as many times as desired, and the simulation game was
a supplement to other instructional methods rather than stand-alone instruction. However,
trainees learned less from simulation games than comparison instructional methods when
the instruction the comparison group received as a substitute for the simulation game
actively engaged them in the learning experience.”



Karl M. Kapp ©2013                         1-6
Games

Play
What is a game? Before defining a game, let’s play a few.




 Think
What do these games have in common? What makes them different? What makes a
game, a game?




Karl M. Kapp ©2013                        1-7
Cost of Serious Game Development

The chart below indicates the cost of creating interactive learning games at different
levels. The chart also matches the different kind of game designs with the appropriate
type of knowledge best taught with each design.


Type of                        Level of Interactivity                          Type of
Game Play                                                                      Knowledge
(Customer Development)                                                         Taught
                               Low               Medium        High


Exploration/Simulation         $25,000-          $35,000-      $50,000-        Problem-
Engine/Free Play Area          $35,000           $50,000       $150,000        Solving


Branching story, On-Line       $10,000-          $15,000-      $30,000-        Conceptual
Board Games                    $15,000           $30,000       $50,000         Knowledge/
                                                                               Rules
Matching, Trivia Games,        $1,500-           $3,000-       $5,000-         Declarative
Drag and Drop Games            $3,000            $5,000        $20,000         Knowledge/
                                                                               Fact/Jargon




Karl M. Kapp ©2013                         1-8
Elements of Games

 Write
Let’s think about the elements that make up a game. List the elements below.

________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________




Karl M. Kapp ©2013                        1-9
Defining the terms “Game” and “Gamification”

 Write
Write your definition of a game below:
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
____________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________
________________________________________________________________________


Definition
A game is a system in which players engage in an abstract challenge, defined by rules,
interactivity and feedback that results in a quantifiable outcome often eliciting an
emotional reaction.


What is the concept of “Gamification”?


                                                                            Gaming


                                 (Serious ) Games                                                Gamification



                     Whole                                                                                           Part

                                          Toys                                                      Playful Design




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




Definition
Gamification is using game-based mechanics, aesthetics and game thinking to engage
people, motivate action, promote learning, and solve problems.”



Karl M. Kapp ©2013                                                              1-10
Tell a Story

Although not commonly considered in the same sentence, storytelling and presentations
have a lot in common. In fact, in many areas they have a high degree of overlap. In
presentations we have an agenda, in a story we have a plot. In presentations we have
goals or information we want to impart, in a story we have a morale or an underlying
theme or symbolism. In storytelling we have characters; in presentations we want people
to take action or perform a certain task.

Elements of a Story

To create a good story, the following elements must be present:
    •   Characters
    •   Plot (something happens)
    •   Tension
    •   Resolution
    •   Conclusion

Adding these elements together creates an effective story for a presentation. In fact,
research shows that people remember and act upon facts more easily when those facts are
contained in a story than we the facts are presented in a list.
.

According to an article in the May 22, 2007 issue of the New York Times, an article titled
This is Your Life (and How You Tell It) psychologists are starting to research how
people tell their life stories as a method of gaining insight into the personalities of people
and understanding how they learn.

The article notes that:
               Researchers have found that the human brain has a natural affinity for
               narrative construction. People tend to remember facts more accurately if
               they encounter them in a story rather than in a list… and [individuals] rate
               legal arguments as more convincing when built into narrative tales rather
               than on legal precedent.




Karl M. Kapp ©2013                           1-11
Building a Game



Here are a variety of key questions to consider when developing a role-play based game.
The questions are designed to provide the foundation for the development of the game.



   1. What is the performance objective supported by the game? How is it assessed?
      What are the learning objectives of the game?


   Concept to be             In-Game Activity                  Assessment of Learning
       taught
 Negotiation skills   Bartering and purchasing            Learners will be required to
 related to           supplies. (for example in a space   purchase a jetpack and oxygen
 obtaining the        game, Jetpacks might be rare        tank within “the right price range”
 best price in the    but extremely helpful within the    based on the scarcity of the item.
 shortest time for    game and, therefore, expensive      Learners will be assessed based on
 a given product.     and hard to obtain, while oxygen    starting bid, subsequent bids and
                      tanks might be abundant and         amount of time to acquire object.
                      easy to obtain.)


   Concept to be             In-Game Activity                  Assessment of Learning
      taught




   2. What is the plot? What happens during the game?



   3. Where does the game study take place? Setting the scene.




Karl M. Kapp ©2013                            1-12
Building a Game: Characters

          Use this chart to develop the characters for the game.


Name           Role/ Position     Gender        Attitude      Attire               Represents
John           Potential          Male          Friendly      Shirt tie, Suit-no   Elusive potential customer.
               Customer                                       jacket
Mary           Sales              Female        Helpful       Business Casual      Proper procedure for
               Representative                                                      initiating potential
                                                                                   customer contact.
Lou Ann        Co-Worker          Female        Unfriendly    Business Casual      Provides critical
                                                                                   information regarding pre-
                                                                                   qualification of potential
                                                                                   customer.
USER           New Sales          N/A           N/A           N/A                  Person who needs to pre-
               Representative                                                      qualify John during the
                                                                                   case study.


Name           Role/ Position     Gender        Attitude      Attire               Represents




               Note
          Keep characters to a Limited in number of dimensions. Keep to a few key characters.


          Putting It All Together

           Write
          Write a brief description of your game on a note book.




          Karl M. Kapp ©2013                          1-13
Matching Content Types to Game Designs (continued)

Type of        Definition                     Instructional    Gamification          Example
Knowledge                                     Strategies       Elements
Declarative    An association between         Elaboration      Stories/Narrative     Trivia
Knowledge      two or more objects.           Organizing       Sorting               Hangman
               These are typically facts,     Association      Matching              Drag and
               jargon and acronyms.           Repetition       Replayability         Drop
               Content that must be
               memorized.

Conceptual     A grouping of similar or       Metaphoric       Matching and          Wack a
Knowledge      related ideas, events or       devices          sorting               Mole
               objects which have a           Examples and     Experiencing the      You Bet!
               common attribute or a set      non-examples     concept
               of common attributes.          Attribute
                                              classification

Rules-Based    A statement that               Provide          Experience            Board games
Knowledge      expresses the                  examples         consequences          Simulated
               relationships between          Role Play                              work tasks
               concepts. Rules provide
               parameters dictating a
               preferred behavior with
               predictable results.
Procedural     A series of steps that         Start with the   Software challenges   Software
Knowledge      must be followed in a          big picture      Practice              scenarios,
               particular order to reach      Teach “how”                            Equipment
               a specific outcome. Step-      and “why”.                             simulations
               by-step instructions for
               performing a task.
Soft Skills    Non-sequential                 Analogies        Social Simulator      Leadership
               guidelines for dealing         Role playing                           simulation
               with social interactions.
               This includes negation
               skills, leadership skills
               and selling skills.
Affective      Knowledge about                Encourage        Immersion             Darfur is
Knowledge      attitudes, interest, values,   participation    Providing success     Dying
               beliefs and emotions.          Believing        Encouragement
                                              success is       from celebrity-type
                                              possible         figures
                                              Celebrity
                                              endorsement
Psychomotor    The intersection of            Observe          Demonstration         Virtual
Domain         physical skills and the        Practice         Haptic Devices        Surgery
               cognitive knowledge.                                                  Simulator




  Karl M. Kapp ©2013                              1-14
Elements of a Game Design Document
Here are the elements of a game design document. The idea is that by completing the
game design document, it helps the team envision the game.


Element                Example
Overview of Concept    The concept is to create a web-based single player online game for
                       pharmaceutical sales representatives that provide engaging, relevant, and
                       personalized learning on the topic of opening and closing a conversation with
                       a physician. Topics covered in the game are tied to our ABC engagement
                       model. The game is based on a realistic setting of a physician’s office. The
                       game will happen from a third-person perspective and the learner will be
                       evaluated on credibility, affability and the ability to become an information
                       source for the physician.

Outcome                Pharmaceutical sales representatives will properly use the ABC model to gain
                       more time with the physician and become a valuable resource to the
                       physician.

Instructional          At the end of the game, the learners will be able to:
Objectives                 • Properly apply the three steps of an ABC opening.
                           • Properly apply the two steps of the ABC closing.
                           • Appropriately prepare for a call on a physician.
                       Affective
                           • Behave in a warm, friendly, professional manner toward the
                               physician.

Description of         The learners will be able to customize an avatar in terms of eyes, skin, hair
Character(s)           and be able to select different styles of cloths. The learners will interact with
                       six NPCs, three female and three male each representing ethnic and
                       personality diversity. The NPC physicians will each have different amounts
                       of time they are able to spend with the sales representative.

Environment            Home office for the learner and then six different offices, the learner will
                       walk their character to a car which has a map on the passenger’s seat. The
                       map has images each representing a different physician’s office location. The
                       learner will click on the map to arrive at the front door of that location. Six
                       physician offices need to be created.
                       Office one: Rural small family practice. Older filing cabinets, small waiting
                       room space with six chairs.
                       Office two:….




Karl M. Kapp ©2013                           1-15
Elements of Game Design Document


Element                 Example
Description of          Upon entering into the Learning Management System and launching the
Gameplay                game, the learner is placed into an office where customization can occur.
                        After the learner customizes their avatar, they hear an audio of a phone
                        ringing. They must click on the phone to answer it. At that time, the voice
                        provides them with instructions on how to navigate through the game. At the
                        end of the call, instructions are given as to the next step. When the call is
                        over, the learner must click on the computer to view a list of physicians. Each
                        image and name is clickable to receive more information. The learner must
                        then prioritize the list to decide in what order to visit the physicians. Next…

Reward Structure        The points in this game will be based on three variables. These variables are
                        credibility, affability and the ability to become an information source for the
                        physician. Each will be scored separately and then an overall score will be
                        provided called the “Engagement Score.” Within the game, a focus will be on
                        a mastery orientation toward the goal. This means each learner works to
                        master the content in the game and overall score is not related to any other
                        learner’s scores. Feedback will be provided immediately with an unobtrusive
                        popup accompanied by a longer explanation available after play.

Look and Feel of        The goal is to provide a realist looking avatar in three dimensions. The player
Game                    will be able to see both the front and back of the avatar through a spinning
                        function. The environment will contain 3D objects that are typical colors,
                        black phone, gray computer terminal, brown brief case. The heads up display
                        will contain six elements. The first is…

Technical Description   This game will be developed using Caspian’s ThinkingWorlds software to
                        provide the 3D environment that is required. The game will be accessed via
                        the corporate intranet and will not require any client downloads. The results
                        need to flow into our learning management system when the player completes
                        the game in a compatible format. Additionally, …

Timeline                This can be a Gantt Chart or other method of showing the estimated time to
                        complete the project.




Karl M. Kapp ©2013                           1-16

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Astdtk2013 workshopmaterials

  • 1. Game Design and Gamification Koreen Olbrish Karl Kapp Senior Product Manager, lyndaCampus, lynda.com Professor of Instructional Technology, Author Soon to be Author! Bloomsburg University @koreenolbrish @kkapp
  • 2. Who are you? Why are you here? What’s your favorite game? Points: Weirdest personal anecdote
  • 3.
  • 4.
  • 5. Designing Performance‐Based Instruction Facts Concepts Rules - Elaborating - Examples - If-Then - Organizing - Non-Examples - Cause/Effect - Association - Attribute Classification - Concept Application Procedures Principles Problem-Solving - Whole to Part Review - Teach Model - Multiple Scenarios - Learn Parts - Behavior Checklist - Professional Experiences - Assemble Procedure - Examples - Realistic Application
  • 6. Jargon Memorization Facts  • Designing for Facts – Elaboration‐links new information with  relevant prior knowledge • Superordinate‐context of new fact • Coordinate‐compare/contrast
  • 7. Jargon Facts Memorization • Designing for Facts – Organizing—Placing facts into a  logical grouping (chunking) • Tables • Diagrams • Lists • Models • Mnemonics Roy G. Biv
  • 8. Declarative  Knowledge Games Matching Multiple Choice Organization‐Drag/Drop
  • 9.
  • 10.
  • 11.
  • 12.
  • 13.
  • 14.
  • 15.
  • 16.
  • 17.
  • 18.
  • 19.
  • 20. Combine First‐Person with  Teaching Facts www.gadgetsgamesandgizmos. © Karl M. Kapp 2007 com
  • 21. Researchers have found that the  Yep, people tend to remember facts  human brain has a natural affinity for  more accurately if they encounter  narrative construction. 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. http://www.kaplaneduneering.com/kappnotes/index.php/2007/05/accidental‐learning‐and‐power‐of/
  • 22. Categories Concepts Concrete • Designing for Concepts – Concept is a class of items that share common  features and is known by a common name. • Example, Non‐Example • Attribute Classification
  • 23.
  • 24. Conceptual Knowledge Games Examples Non‐Examples Results of Conceptual  Understanding
  • 26. Conceptual  Orienteering Triggers Episodic  Memory
  • 27.
  • 28.
  • 29. Rules Moisture causes out of tolerance • Designing for Rules – Rule is a statement that expresses a relationship  between concepts. • If‐Then • Cause/Effect • Concept Application
  • 30.
  • 31.
  • 32.
  • 33.
  • 34.
  • 35.
  • 36. SOPs Procedures Step-by-Step • Designing for Procedures – Procedure is a sequence of steps the learner  performs to accomplish a task. • Whole to Part Review • Learn Parts • Assemble  Procedure
  • 37. Procedures - Whole to Part Review - Learn Parts - Assemble Procedure www.gadgetsgamesandgizmos.com © Karl M. Kapp 2007
  • 38.
  • 39.
  • 40.
  • 41.
  • 42.
  • 43. Leadership Principles Trouble Shootin • Designing for Principles – Principle is a non‐sequential guideline that must  be adapted to a specific situation.  • Teach Model • Behavior Checklist • Examples
  • 48. Problem‐Solving • Designing for Problem‐Solving – Problem is previously un‐encountered situation  that requires the application of previously learned  concepts, rules, procedures, principles • Teach Model • Behavior Checklist • Examples
  • 49. Problem Solving Knowledge Games Branching  Simulation
  • 50. Problem Solving Knowledge Games Virtual 3D  Environments
  • 51. Energy efficiency  certification requires a  field test.  Energy Observation
  • 52. Interplay Energy, in partnership with the Residential Energy Services Network (RESNET) created a simulation to measure applied knowledge and understanding like a physical field test.
  • 53. Objectives included: • Gas line leak detection • Ambient CO testing • Unvented appliance testing (ovens and stove top burners primarily) • Proper equipment usage • Appliance identification • Combustion appliance Zone (CAZ) understanding • Worst Case Depressurization • Vented Appliance (furnace, boilers, water heaters) tests: spillage, CO, draft
  • 54.
  • 55.
  • 57.
  • 58.
  • 59.
  • 60.
  • 63. Fostering Pro‐Social  Behavior Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior.  Journal of Personality and Social Psychology.  Vol. 98 . No. 2., 211‐221.
  • 67.
  • 73. Rules • A statement is presented – If “true” indicate: FactX – If “false” indicate: FishyX • Text Response:
  • 74. In a Meta-Analysis… Knowledge retention for games was 17% higher than Lecture. Is that Fact or Fishy?
  • 75. Fact KnowledgeR % Higher etention Lecture 17% Discussion 5% Declarative 17% Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .Review of 65 studies
  • 76. Percentages of Impact It wasn’t the game, it was level  Type of  of activity in the game. % Higher Knowledge/ Retention Declarative 11% In other words, the engagement  Procedural of the learner in the game leads  14% to learning. Retention 9% Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .Review of 65 studies
  • 77. Games/Simulations must be fun to be Educational. Is that Fact or Fishy?
  • 78. Fishy Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .
  • 79. 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
  • 80. 20% higher  Fact confidence levels. Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .
  • 81. An on-screen character is distracting to the learner and does not facilitate learning as well as simple text. Is that Fact or Fishy?
  • 82. 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 of Multimedia Learning. New York: Pfeiffer. Pg. 194.
  • 83. Who is more likely to run 24 hours later? A. Person who watched an avatar that did not  look like them running B. Person who watched an avatar that looked  like them running C. Person  watching an avatar  that looked like  them loitering /hanging out
  • 84. 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.
  • 85. 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 95-113.
  • 86. Avatar as Teacher Research indicates that learners perceive, interact  socially with and are influenced by anthropomorphic  agents (avatars) even when their functionality and  adaptability are limited. Baylor, A. 2009 Promoting motivation with virtual agents and avatars: R ole of visual presence and appearance. Philosophical Transactions of the Royal B Society. 364, 3559–3565
  • 87. Two avatars are better than  one? Motivator Mentor Expert Fact or Fishy?
  • 88. Yes, two avatars are better  than one. Fact Motivator Mentor Baylor, A. L. & Kim, Y. (2005). Simulating instructional roles through pedagogical agents. International Journal of Artificial Intelligence in Education, 15(1), 95-115. Expert
  • 89. Learners remember facts better… When presented as bulleted list rather than presented as a story. Is that Fact or Fishy?
  • 90. Fishy
  • 91. Researchers have found that the  Yep, People tend to remember facts  human brain has a natural affinity for  more accurately if they encounter  narrative construction. 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
  • 93.
  • 94. Story Elements 1. Characters 2. Plot (something has to happen). 3. Tension 4. Resolution 5. Conclusion
  • 95. One way to engage learners is to… Present them with a difficult challenge. Is that Fact or Fishy?
  • 96. 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‐Bass
  • 97. Re‐design the Instruction to  Start with a Challenge
  • 98. Investigatory Training • Course Objectives – Identify the Forms Required for an Investigation – Practice Interview Techniques – Understand and Follow the Investigation Model 
  • 99. It is your first day on the job as an investigator and Jane, an employee in Accounting, just accused her boss of embezzling $10,000. What is the first thing you should do?
  • 100. Games can influence people to behave in a pro- social manner. Is that Fact or Fishy?
  • 101. Fact Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior.  Journal of Personality and Social Psychology.  Vol. 98 . No. 2., 211‐221.
  • 105.
  • 108. Take‐Away 1) Interactivity of games leads to higher knowledge retention  for declarative and procedural knowledge. 2) Games/Simulations do not need to be fun to be educational. 3) On screen characters can enhance e‐learning. 4) Two on screen characters (mentor and expert) are better  then one. 5) Onscreen avatars can influence off‐screen behavior. 6) Use stories rather than bulleted lists to present facts. 7) Present learners with a difficult challenge to engage and  motivate them.  8) Games can influence people to behave in a pro‐social  manner.
  • 109.
  • 110.
  • 111.
  • 112. [insert client logo] [insert name] Design Document Design Document 2/7/2013 Harrisburg University LTMS 531
  • 113. Client Name [insert name] Design Document Table of Contents Table of Contents .......................................................................................................................................... 2 Introduction .................................................................................................................................................. 4 ARG Goal ............................................................................................................................................ 4 Game Theme & Storyline .................................................................................................................. 4 Instructional Strategy.................................................................................................................................... 5 Target Audience................................................................................................................................. 5 Learning Objectives ........................................................................................................................... 5 Game Play ..................................................................................................................................................... 6 Learner Role....................................................................................................................................... 6 Game Structure ................................................................................................................................. 6 Team Structure .................................................................................................................................. 6 Non-Player Characters....................................................................................................................... 6 Clue Distribution ................................................................................. Error! Bookmark not defined. Game Components ....................................................................................................................................... 7 Tracking and Scoring ..................................................................................................................................... 8 Individual vs. Team ............................................................................................................................ 8 Storyline Points.................................................................................................................................. 8 Bonus Points and Content ................................................................................................................. 8 Portal Functionality ....................................................................................................................................... 9 Player Perspective ............................................................................................................................. 9 District Manager of Internet Sales Perspective .................................. Error! Bookmark not defined. Content ....................................................................................................................................................... 10 Scenarios.......................................................................................................................................... 10 Schedule ...................................................................................................................................................... 11 Appendix: Scenario Script ........................................................................................................................... 13 © 2011 CONFIDENTIAL 2
  • 114. Client Name [insert name] Design Document Scenarios Overview ......................................................................................................................... 13 Scenarios Script ............................................................................................................................... 14 © 2011 CONFIDENTIAL 3
  • 115. Client Name [insert name] Design Document Introduction: Executive Summary XX Business Issue XX Game Goal XX Game Theme & Storyline XX Introduction to the Game XX © 2011 CONFIDENTIAL 4
  • 116. Client Name [insert name] Design Document Instructional Strategy Target Audience XX Learning Objectives 1. XX © 2011 CONFIDENTIAL 5
  • 117. Client Name [insert name] Design Document Game Play Learner Role XX Game Structure XX Team Structure [if applicable] Non-Player Characters XX XX About the Character: XX Game Role: XX XX About the Characters: XX Game Role: XX Game Technology XX © 2011 CONFIDENTIAL 6
  • 118. Client Name [insert name] Design Document Game Components The following graphics illustrate all components to be included in the game: [insert play flow elements] © 2011 CONFIDENTIAL 7
  • 119. Client Name [insert name] Design Document Tracking and Scoring Scoring in the game will be both individually tracked as well as team tracked. Individual vs. Team XX Storyline Points [if applicable] XX Bonus Points and Content [if applicable] XX © 2011 CONFIDENTIAL 8
  • 120. Client Name [insert name] Design Document [Technology] Functionality In addition to standard functionality (eg, login, password management), the following is a list of functionality from the perspectives of each player type for this game. Player Perspective XX Character Perspective XX Player Use Case XX © 2011 CONFIDENTIAL 9
  • 121. Client Name [insert name] Design Document Content Scenarios © 2011 CONFIDENTIAL 10
  • 122. Client Name [insert name] Design Document Schedule [How the game is rolled out/timed, if applicable] Date Description Notes Before Week 1 Week 1 – Monday Week 1 – Tuesday Week 1 – Wednesday Week 1 – Thursday Week 1 – Friday Week 2 – Monday Week 2 – Tuesday Week 2 – Wednesday Week 2 – Thursday Week 2 – Friday Week 3 – Monday Week 3 – Tuesday Week 3 – Wednesday © 2011 CONFIDENTIAL 11
  • 123. Client Name [insert name] Design Document Week 3 – Thursday Week 3 – Friday Post-game © 2011 CONFIDENTIAL 12
  • 124. Client Name [insert name] Design Document Appendix: Scenario Script Scenarios Overview © 2011 CONFIDENTIAL 13
  • 125. Client Name [insert name] Design Document Scenarios Script © 2011 CONFIDENTIAL 14
  • 126. ASTD TechKnowledge® 2013 Conference & Exposition Tuesday, January 29 Room 114 GAME DESIGN AND GAMIFICATION WORKSHOP # 8 Karl M. Kapp, Ed.D. Professor, Instructional Technology Bloomsburg Unviersity kkapp@bloomu.edu 570-389-4849 Kapp Notes: http://www.uleduneering.com/kappnotes/ Koreen Olbrish Senior Product Manager, lyndaCampus lynda.com Handout
  • 127. Karl M. Kapp ©2013 1-2
  • 128. Symbols and Icons Below is a list of symbols and icons that will trigger you to important items within this Handout Symbol/Word Meaning  Note Important information for you to know or remember. ? Question Write an answer or think about and write a response or ask a question.  Write Take notes or write information into your learner guide.  Think Think about a concept or idea. Definition Definition of a term you should know. Play Play a game or participate in an activity. Introduction This decidedly unacademic workshop provides a broad scientific overview of what we know from research about the effectiveness of games and game-elements to change learner behaviors. This engaging, exciting workshop shows you how to use the existing research literature in your own design and delivery of game-based learning. You will be provided with tips and techniques for matching research findings to your own learning design for games and gamification. We’ll move the concepts from research to practice with plenty of examples. We’ll even match game types with content types for both instructor-led training and elearning design. This interactive workshop includes many examples of using game-based learning for performance improvement and highlights how organizations have used games to achieve learning success. And, yes, you will play and design a game in this workshop. Discover how research-based practices fit in with today's fast-paced need for quick, effective instruction and how you can take elements such as Challenge, Feedback, Levels and Storytelling and create an engaging game-based learning experience. ? Question Think about how you can use games for learning. Do you currently use games for learning and how effective do you believe them to be? Karl M. Kapp ©2013 1-3
  • 129. Agenda 9:00-9:30 Introductions and Getting Started Of course we are starting with a game and then quickly debrief on what made that game successful and what would make it even better! Meet other attendees and begin to discuss elements that make games appropriate for learning. This is learning by experience. We will discuss both online and classroom-based game and game design. 9:30-10:15 Aligning Your Game to Business Outcomes There is no point in creating a game in a business environment if it doesn’t help improve performance. This section of the workshop discusses several methods for ensuring that the learning objectives you establish in the game link to the business outcomes of your organization. This is necessary to ensure your game is a learning and business success. 10:15-10:30 Break 10:30-11:30 Overview of Game Design/Develop Process What does it take to design a game? What are the steps in the process and which are the most critical to success. This section discusses how games are design and provides tips and techniques for ensuring the game process produces a learning focused game. 11:30-12:30 Conceptualizing and Creating a Game Concept What does it take to design a game? What are the steps in the process and which are the most critical to success. This section discusses how games are design and provides tips and techniques for ensuring the game process produces a learning focused game. 12:30-1:45 Lunch Here is where we get food, put it in our mouths and eat it! Yum, everyone likes food especially in the middle of the day, you don’t want to miss this basic need on Maslow’s Hierarchy. 1:45-3:15 Paper Prototyping the Game The best time to change a game is before it’s been programmed. In this section, we’ll take our ideas from the game concepts we’ve developed and play paper-based versions of our ideas. We’ll test our concepts and see if we can improve upon our concept. 3:15-4:00 Development Considerations Here we’ll look at a several different types of game development software . We’ll discuss “lessons learned” from the perspective of development and review a checklist that you need to keep in mind for game development. 4:00-4:15 Break 4:15-5:00 Closing and share out In this section, we’ll share lessons learned from the workshop, review the tools and techniques we leveraged to create our game concept and our paper prototypes and we’ll discuss the next steps for each individual. Karl M. Kapp ©2013 1-4
  • 130. Objectives In this workshop, you will learn: • How to apply game-based strategies to the presentation of learning content. • Principles for adding games to learning curriculums. • Four motivational aspects of games that improve learning recall and application. • Six ideas for designing games for learning. ? Question What is your goal for the workshop? Write down your goals for the workshop and make sure the instructor is on-target with meeting your needs. If not, ask questions and make sure you gain what you’d like from the information presented. ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ Karl M. Kapp ©2013 1-5
  • 131. Do Games Impact Learning? Before discussing the details and elements of games, let’s discuss the research behind the use of games for learning and instruction. The chart below summarizes the findings from the article Sitzmann, T. (2011) A meta- analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology. As indicated by Sitzmann, “Meta-analytic techniques were used to examine the instructional effectiveness of computer-based simulation games relative to a comparison group (k=65, N=6,476). Consistent with theory, post-training self-efficacy was 20% higher, declarative knowledge was 11% higher, procedural knowledge was 14% higher, and retention was 9% higher for trainees taught with simulation games, relative to a comparison group. Type of Knowledge % Higher with Simulation/Games Declarative 11% Procedural 14% Sitzmann found that simulation games were 17% more effective than lecture and 5% more effective than discussion, the two most popular instructional methods in classroom instruction. Type of Delivery % Higher with Simulation/Games Lecture 17% Discussion 5% Sitzmann goes on to indicate that “Trainees learned more, relative to a comparison group, when simulation games conveyed course material actively rather than passively, trainees could access the simulation game as many times as desired, and the simulation game was a supplement to other instructional methods rather than stand-alone instruction. However, trainees learned less from simulation games than comparison instructional methods when the instruction the comparison group received as a substitute for the simulation game actively engaged them in the learning experience.” Karl M. Kapp ©2013 1-6
  • 132. Games Play What is a game? Before defining a game, let’s play a few.  Think What do these games have in common? What makes them different? What makes a game, a game? Karl M. Kapp ©2013 1-7
  • 133. Cost of Serious Game Development The chart below indicates the cost of creating interactive learning games at different levels. The chart also matches the different kind of game designs with the appropriate type of knowledge best taught with each design. Type of Level of Interactivity Type of Game Play Knowledge (Customer Development) Taught Low Medium High Exploration/Simulation $25,000- $35,000- $50,000- Problem- Engine/Free Play Area $35,000 $50,000 $150,000 Solving Branching story, On-Line $10,000- $15,000- $30,000- Conceptual Board Games $15,000 $30,000 $50,000 Knowledge/ Rules Matching, Trivia Games, $1,500- $3,000- $5,000- Declarative Drag and Drop Games $3,000 $5,000 $20,000 Knowledge/ Fact/Jargon Karl M. Kapp ©2013 1-8
  • 134. Elements of Games  Write Let’s think about the elements that make up a game. List the elements below. ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ Karl M. Kapp ©2013 1-9
  • 135. Defining the terms “Game” and “Gamification”  Write Write your definition of a game below: ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ ____________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ ________________________________________________________________________ Definition A game is a system in which players engage in an abstract challenge, defined by rules, interactivity and feedback that results in a quantifiable outcome often eliciting an emotional reaction. What is the concept of “Gamification”? Gaming (Serious ) Games Gamification Whole Part Toys Playful Design Playing From Game Design Elements to Gamefulness: Defining “Gamification”, Deterding, S. et. al Definition Gamification is using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems.” Karl M. Kapp ©2013 1-10
  • 136. Tell a Story Although not commonly considered in the same sentence, storytelling and presentations have a lot in common. In fact, in many areas they have a high degree of overlap. In presentations we have an agenda, in a story we have a plot. In presentations we have goals or information we want to impart, in a story we have a morale or an underlying theme or symbolism. In storytelling we have characters; in presentations we want people to take action or perform a certain task. Elements of a Story To create a good story, the following elements must be present: • Characters • Plot (something happens) • Tension • Resolution • Conclusion Adding these elements together creates an effective story for a presentation. In fact, research shows that people remember and act upon facts more easily when those facts are contained in a story than we the facts are presented in a list. . According to an article in the May 22, 2007 issue of the New York Times, an article titled This is Your Life (and How You Tell It) psychologists are starting to research how people tell their life stories as a method of gaining insight into the personalities of people and understanding how they learn. The article notes that: Researchers have found that the human brain has a natural affinity for narrative construction. People tend to remember facts more accurately if they encounter them in a story rather than in a list… and [individuals] rate legal arguments as more convincing when built into narrative tales rather than on legal precedent. Karl M. Kapp ©2013 1-11
  • 137. Building a Game Here are a variety of key questions to consider when developing a role-play based game. The questions are designed to provide the foundation for the development of the game. 1. What is the performance objective supported by the game? How is it assessed? What are the learning objectives of the game? Concept to be In-Game Activity Assessment of Learning taught Negotiation skills Bartering and purchasing Learners will be required to related to supplies. (for example in a space purchase a jetpack and oxygen obtaining the game, Jetpacks might be rare tank within “the right price range” best price in the but extremely helpful within the based on the scarcity of the item. shortest time for game and, therefore, expensive Learners will be assessed based on a given product. and hard to obtain, while oxygen starting bid, subsequent bids and tanks might be abundant and amount of time to acquire object. easy to obtain.) Concept to be In-Game Activity Assessment of Learning taught 2. What is the plot? What happens during the game? 3. Where does the game study take place? Setting the scene. Karl M. Kapp ©2013 1-12
  • 138. Building a Game: Characters Use this chart to develop the characters for the game. Name Role/ Position Gender Attitude Attire Represents John Potential Male Friendly Shirt tie, Suit-no Elusive potential customer. Customer jacket Mary Sales Female Helpful Business Casual Proper procedure for Representative initiating potential customer contact. Lou Ann Co-Worker Female Unfriendly Business Casual Provides critical information regarding pre- qualification of potential customer. USER New Sales N/A N/A N/A Person who needs to pre- Representative qualify John during the case study. Name Role/ Position Gender Attitude Attire Represents  Note Keep characters to a Limited in number of dimensions. Keep to a few key characters. Putting It All Together  Write Write a brief description of your game on a note book. Karl M. Kapp ©2013 1-13
  • 139. Matching Content Types to Game Designs (continued) Type of Definition Instructional Gamification Example Knowledge Strategies Elements Declarative An association between Elaboration Stories/Narrative Trivia Knowledge two or more objects. Organizing Sorting Hangman These are typically facts, Association Matching Drag and jargon and acronyms. Repetition Replayability Drop Content that must be memorized. Conceptual A grouping of similar or Metaphoric Matching and Wack a Knowledge related ideas, events or devices sorting Mole objects which have a Examples and Experiencing the You Bet! common attribute or a set non-examples concept of common attributes. Attribute classification Rules-Based A statement that Provide Experience Board games Knowledge expresses the examples consequences Simulated relationships between Role Play work tasks concepts. Rules provide parameters dictating a preferred behavior with predictable results. Procedural A series of steps that Start with the Software challenges Software Knowledge must be followed in a big picture Practice scenarios, particular order to reach Teach “how” Equipment a specific outcome. Step- and “why”. simulations by-step instructions for performing a task. Soft Skills Non-sequential Analogies Social Simulator Leadership guidelines for dealing Role playing simulation with social interactions. This includes negation skills, leadership skills and selling skills. Affective Knowledge about Encourage Immersion Darfur is Knowledge attitudes, interest, values, participation Providing success Dying beliefs and emotions. Believing Encouragement success is from celebrity-type possible figures Celebrity endorsement Psychomotor The intersection of Observe Demonstration Virtual Domain physical skills and the Practice Haptic Devices Surgery cognitive knowledge. Simulator Karl M. Kapp ©2013 1-14
  • 140. Elements of a Game Design Document Here are the elements of a game design document. The idea is that by completing the game design document, it helps the team envision the game. Element Example Overview of Concept The concept is to create a web-based single player online game for pharmaceutical sales representatives that provide engaging, relevant, and personalized learning on the topic of opening and closing a conversation with a physician. Topics covered in the game are tied to our ABC engagement model. The game is based on a realistic setting of a physician’s office. The game will happen from a third-person perspective and the learner will be evaluated on credibility, affability and the ability to become an information source for the physician. Outcome Pharmaceutical sales representatives will properly use the ABC model to gain more time with the physician and become a valuable resource to the physician. Instructional At the end of the game, the learners will be able to: Objectives • Properly apply the three steps of an ABC opening. • Properly apply the two steps of the ABC closing. • Appropriately prepare for a call on a physician. Affective • Behave in a warm, friendly, professional manner toward the physician. Description of The learners will be able to customize an avatar in terms of eyes, skin, hair Character(s) and be able to select different styles of cloths. The learners will interact with six NPCs, three female and three male each representing ethnic and personality diversity. The NPC physicians will each have different amounts of time they are able to spend with the sales representative. Environment Home office for the learner and then six different offices, the learner will walk their character to a car which has a map on the passenger’s seat. The map has images each representing a different physician’s office location. The learner will click on the map to arrive at the front door of that location. Six physician offices need to be created. Office one: Rural small family practice. Older filing cabinets, small waiting room space with six chairs. Office two:…. Karl M. Kapp ©2013 1-15
  • 141. Elements of Game Design Document Element Example Description of Upon entering into the Learning Management System and launching the Gameplay game, the learner is placed into an office where customization can occur. After the learner customizes their avatar, they hear an audio of a phone ringing. They must click on the phone to answer it. At that time, the voice provides them with instructions on how to navigate through the game. At the end of the call, instructions are given as to the next step. When the call is over, the learner must click on the computer to view a list of physicians. Each image and name is clickable to receive more information. The learner must then prioritize the list to decide in what order to visit the physicians. Next… Reward Structure The points in this game will be based on three variables. These variables are credibility, affability and the ability to become an information source for the physician. Each will be scored separately and then an overall score will be provided called the “Engagement Score.” Within the game, a focus will be on a mastery orientation toward the goal. This means each learner works to master the content in the game and overall score is not related to any other learner’s scores. Feedback will be provided immediately with an unobtrusive popup accompanied by a longer explanation available after play. Look and Feel of The goal is to provide a realist looking avatar in three dimensions. The player Game will be able to see both the front and back of the avatar through a spinning function. The environment will contain 3D objects that are typical colors, black phone, gray computer terminal, brown brief case. The heads up display will contain six elements. The first is… Technical Description This game will be developed using Caspian’s ThinkingWorlds software to provide the 3D environment that is required. The game will be accessed via the corporate intranet and will not require any client downloads. The results need to flow into our learning management system when the player completes the game in a compatible format. Additionally, … Timeline This can be a Gantt Chart or other method of showing the estimated time to complete the project. Karl M. Kapp ©2013 1-16