InGame's Stephen Knightly presented to learning and development managers about some uses of gamification and game-based learning in New Zealand businesses.
10. Safe House Results
8,769 people played the serious game in 3 months
• which caused 70,846 virtual injuries
• and 6,686 virtual deaths
63% of app users used it more than once
• App users played for 11:43 minutes on each visit
• 45% app players reached level 3 (25 minutes of effort),
using all key behaviours
Pre & Post Survey with 600 users
• 34% surveyed had a safety conversation
• 32% made a change to their environment
www.safehouse.co.nz
12. How effective are Training Games?
• 14% higher skill-based knowledge levels
• 11% higher factual knowledge levels
• 9% higher retention levels
Sitzmaan, T. (2010). “A meta-analytic examination of the
instructional effectiveness of computer-based simulation
games.” Personnel Psychology.
13. How effective are Training Games?
The most frequently outcomes and impacts were
• knowledge acquisition/content understanding and
• affective and motivational outcomes
Connolly, T., Boyle, E., MacArthur, E., Hainey, T. &
Boyle, J., (2012). “A Systematic Literature Review of
Empirical Evidence on Computer Games and Serious
Games.” Computers & Education 59.
27. Mix it Up: Low Friction plus Hard High Motivation Moments
28. Type of Content Definition Appropriate
Strategy
Tell-tale
Verbs
Declarative Info that can only be
learned through
memorisation
-Mnemonics
-Elaboration
-Association
-Identify
-Recognise
-Recall
Conceptual Grouping of ideas,
objects having
common attributes
-Metaphors
-Examples
-Concept Map
-Classify
-Discriminate
-Compare
Procedural Step-by-step
instructions for
performing a task
-Part-to-whole
-Simulations
-Why?
-Verify
-Perform
-Follow
Problem Solving Previously un-
encountered situation.
Requires application of
previously learned
content.
-Multiple Examples
-Question Protocol
-Learning
Documentary
-Construct
-Create
-Design
Right Learning Strategies for Different Content, Karl Kapp