interactivity, games and gamification creating engaged learners

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8/5/2012 1 Twitter:@kkapp By Karl M. Kapp Bloomsburg University Gamification of Learning and Instruction August 7, 2012 Interactivity, Games and Gamification: Creating Engaged Learners

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Page 1: Interactivity, games and gamification  creating engaged learners

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Twitter:@kkapp

By Karl M. Kapp Bloomsburg University Gamification of Learning and Instruction August 7, 2012

Interactivity, Games and Gamification: Creating Engaged Learners

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Torn from the book… Torn from the book…

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Google “Kapp Notes”

Google “Kapp Notes”

September 2011 Training Quarterly Article Improving Training: Thinking Like a Game Developer

September 2011 Training Quarterly Article Improving Training: Thinking Like a Game Developer

July 2012 T&D Article Games, Gamification and the Quest for Interactive Learning

July 2012 T&D Article Games, Gamification and the Quest for Interactive Learning

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1

Agenda

What does research say about

games and game elements for

learning?

How do you apply game-based strategies

to the presentation of learning content?

2

3 What elements from games can be

added to traditional e-learning?

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Let’s Play Fact or Fishy…

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How to Play

• I’ll make a statement.

• You decide if the statement is a “Fact” or if it’s not really true (false) “Fishy.”

• Use whiteboard feature to write your initials in the appropriate column.

• See how many you can get correct.

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Fact Fishy

Do you understand what to do for the Fact or Fishy Game?

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Let’s Play

Fact or Fishy

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Fact Fishy

When compared to traditional training, game/simulation training yields a 9% higher retention rate .

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Fact

Retention

Type of

Knowledge

% Higher

Retention 9%

Procedural 14%

Declarative 11%

Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based

simulation games. Personnel Psychology .Review of 65 studies. Chapter 4 “The Gamification of Learning and Instruction.”

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Retention

Type of

Knowledge

% Higher

Retention 9%

Procedural 14%

Declarative 11%

Percentages of Impact

It wasn’t the game, it was

level of activity in the game.

It wasn’t the game, it was

level of activity in the game.

In other words, the

engagement of the learner in

the game leads to learning.

In other words, the

engagement of the learner in

the game leads to learning.

Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based

simulation games. Personnel Psychology .Review of 65 studies. Chapter 4 “The Gamification of Learning and Instruction.”

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Fact Fishy

Game/Simulations must to be entertaining to be educational.

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Do simulation/games have to be entertaining to be educational?

Do simulation/games have to be entertaining to be educational?

FISHY, NO

Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based

simulation games. Personnel Psychology .Review of 65 studies. Chapter 4 “The Gamification of Learning and Instruction.”

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Fact Fishy

Simulation/games build more confidence for on the job application of learned knowledge than classroom instruction.

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20% higher confidence levels.

20% higher confidence levels.

Fact: 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 .Review of 65 studies. Chapter 4 “The Gamification of Learning and Instruction.”

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Fact Fishy

Instructional games are most effective when embedded in instructional programs that include debriefing and feedback.

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Engagement

Pedagogy Game

Educational Simulation

Fact: Instructional games should be embedded in instructional programs that include debriefing and feedback.

Fact: Instructional games should be embedded in instructional programs that include debriefing and feedback.

Instructional support to help learners understand how to use the game increases instructional effectiveness of the gaming experience.

Instructional support to help learners understand how to use the game increases instructional effectiveness of the gaming experience.

Hays, R. T. (2005). The effectiveness of instructional games: A literature review and discussion. Naval Air Warfare Center Training Systems Division (No 2005-004). Chapter 4 “The Gamification of Learning and Instruction.”

Hays, R. T. (2005). The effectiveness of instructional games: A literature review and discussion. Naval Air Warfare Center Training Systems Division (No 2005-004). Chapter 4 “The Gamification of Learning and Instruction.”

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Recommendations

1) Use a game/simulation to provide a context for the learning.

2) Don’t focus on “entertainment.”

3) Carefully craft the simulation/game to provide opportunities to increase engagement and interactivity to increase learning.

1) Use a game/simulation to provide a context for the learning.

2) Don’t focus on “entertainment.”

3) Carefully craft the simulation/game to provide opportunities to increase engagement and interactivity to increase learning.

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Type of

Game Play (Customer

Development)

Level of Interactivity Type of

Knowledge Taught

Low Medium High

Exploration/Simulation Engine/Free Play Area

$25,000- $35,000

$35,000- $50,000

$50,000- $150,000

Problem-Solving

Branching story, On-Line Board Games

$10,000- $15,000

$15,000- $30,000

$30,000- $50,000

Conceptual Knowledge/

Rules

Matching, Trivia Games, Drag and Drop Games

$1,500- $3,000

$3,000- $5,000

$5,000- $20,000

Declarative Knowledge/ Fact/Jargon

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Use game-based mechanics, aesthetics and game thinking to engage people, motivate action,

promote learning, and solve problems.

Gamification Gamification

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Some people think Gamification is only about points, badges and rewards.

These are the least motivational and intrinsic elements of games and should not be the focus of the efforts of

learning designers.

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Elements of Games that Aid

Learning • Story • Character • Recognition • Levels • Challenges • Chance • Replayability • Aesthetics • Time • Continual Feedback

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Elements of Games that Aid

Learning • Story • Character • Recognition • Levels • Challenges • Chance • Replayability • Aesthetics • Time • Continual Feedback

NOT Enough Time

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Three Elements of

Games that Aid Learning

1. Characters 2. Story 3. Challenges

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We’ve Always Wanted Characters

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Fact Fishy

The use of on-screen characters to present information to a learner interferes with the learner’s performance more than just having text on the screen.

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FISHY: On tests involving different word problems, the group who had a character explain the problems generated 30% more correct answers than the group with just on-screen text.

Animated pedagogical agents (characters) can be aids to learning. A “realistic” character did not facilitate learning any better than a “cartoon-like” character.

Clark, R., Mayer, R. (2011) E-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of

Multimedia Learning. New York: Pfeiffer. Pg. 194. Chapter 4 “The Gamificaiton of Learning and Instruciton”

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Avatar as Teacher

Research indicates that learners perceive, interact socially with and are influenced by anthropomorphic agents (characters) 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. Chapter 4 “The Gamification of Learning and Instruction”

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Fact Fishy

When audio is used and a character talks to the learner, the tone and conversational style needs to be formal.

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www.karlkapp.com

FISHY: When audio is used and a character talks to the learner, the tone and conversational style needs to be INFORMAL and conversational.

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. 195.

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Fact Fishy

The use of two characters, one as a coach and one as an expert is better than just having one a character (mentor).

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Mentor

Motivator

Expert

Yes, two avatars are better than one.

Baylor, A. L. & Kim, Y. (2005). Simulating instructional roles through

pedagogical agents. International Journal of Artificial Intelligence in Education, 15(1), 95-115. Chapter 4 “The Gamification of Learning and

Instruction”

Fact

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Recommendations

• Use characters/agents to model desired behavior. • Use characters/agents to provide feedback and

instruction to learners. • Characters should speak in a natural, conversational tone.

• Use two characters, one for coaching and one for

expertise is better than just having one character trying to do both.

• Use characters/agents to model desired behavior. • Use characters/agents to provide feedback and

instruction to learners. • Characters should speak in a natural, conversational tone.

• Use two characters, one for coaching and one for

expertise is better than just having one character trying to do both.

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Story

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Fact Fishy

Learners tend to remember facts more accurately if they encounter them in a bulleted list rather than in a story.

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FISHY: Researchers have found that the human brain has a natural affinity for

narrative construction.

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.

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.

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.

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1. Characters

Story Elements

5. Conclusion

2. Plot (something has to happen).

3. Tension

4. Resolution

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NikePlus Stats for Karl

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Fact Fishy

Presenting learners with a challenging task is not a good technique for generating learner engagement.

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FISHY: 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. Chapter 2 “The Gamification of Learning and Instruction.”

Jones, B., Valdez, G., Norakowski, J., & Rasmussen, C. (1994). Designing learning and technology for educational reform. North Central Regional Educational Laboratory. [Online]. Available: http://www.ncrtec.org/capacity/profile/profwww.htm and Schlechty, P. C. (1997). Inventing better schools: An action plan for educational reform. San Francisco, CA: Jossey-Bass. Chapter 2 “The Gamification of Learning and Instruction.”

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Re-design the Instruction to Start with a Challenge

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Investigatory Training

• Course Objectives

– Identify the Forms Required for an Investigation

– Practice Interview Techniques

– Describe and Follow the Investigation Model

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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?

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Challenge and Consolidation– Good games offer players a set

of challenging problems and then let them solve these problems

until they have virtually routinized or automated their solutions.

Games then throw a new class of problem at the players requiring

them to rethink their now, taken-for-granted mastery, learn

something new, and integrate this new learning into their old

mastery.

James Paul Gee, University of Wisconsin-Madison

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Recommendations

• Embed facts to be learned in the context of stories.

• Start the learning process by providing a challenge to the learner.

• Provide a progression from simple to more difficult tasks.

• Use stories that are related to the context of the desired learning outcome.

• Embed facts to be learned in the context of stories.

• Start the learning process by providing a challenge to the learner.

• Provide a progression from simple to more difficult tasks.

• Use stories that are related to the context of the desired learning outcome.

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First Experiment indicated that playing the

game Darfur is Dying resulted in a greater

willingness to help the Darfurian people than

reading a text conveying same information.

Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of

Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.

Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of

Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.

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Second Experiment indicated that playing

the game Darfur is Dying resulted in a

greater role taking and willingness to help

than either game watching or text reading.

Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of

Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.

Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of

Communications. 60, 723-724. Chapter 5 of “The Gamificaiton of Learning and Instruction.

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1) Interactivity of games leads to higher knowledge retention for declarative and procedural knowledge.

2) Embed facts to be learned in the context of stories. 3) Games/Simulations do not need to be fun to be educational. 4) On screen characters can enhance e-learning. 5) Two on screen characters (mentor and expert) are better

then one. 6) Use stories rather than bulleted lists to present facts. 7) Present learners with a difficult challenge to engage and

motivate them. 8) Use stories that are related to the context of the desired

learning outcome. 9) Games can be more influential than reading about a subject. 10) (What did you take away?...write in chat.)

1) Interactivity of games leads to higher knowledge retention for declarative and procedural knowledge.

2) Embed facts to be learned in the context of stories. 3) Games/Simulations do not need to be fun to be educational. 4) On screen characters can enhance e-learning. 5) Two on screen characters (mentor and expert) are better

then one. 6) Use stories rather than bulleted lists to present facts. 7) Present learners with a difficult challenge to engage and

motivate them. 8) Use stories that are related to the context of the desired

learning outcome. 9) Games can be more influential than reading about a subject. 10) (What did you take away?...write in chat.)

Take-Away

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Questions ?

Questions ?

Twitter:@kkapp [email protected] Twitter:@kkapp [email protected]