introduction to workshop for grupo salinas
DESCRIPTION
Introductory slides presented on the topic of games and gamification provided in a workshop presented in Mexico City.TRANSCRIPT
Twitter:@kkapp
By Karl M. KappHelmut DollBloomsburg UniversityGamification of Learning and Instruction December 4-5, 2012
Workshop
¡Hola
• Objetivo: Juega un juego• Jugabilidad
– Evite que su oponente obtenga 3 X 3, o de O en una fila
Vamos a jugar
Ceros y Cruces oTic Tac Toe
Game Results• Did you like the game? • Was it fun? • Did you score points?• How many points?• Who won?
I Won!
¿Te gusta el juego?¿Fue divertido?¿Sabía usted ganar puntos?¿Cuántos puntos?¿Quién ganó?
What are 3
principles for
adding games
& gamification
to curriculum?
How do I apply
game- based
strategies to
learning
content?
What are
motivation
al
aspects
of games?
Objectives
How can
Game Design
influence
Learning
Design?
What do you
want to
learn from
Workshop?
Personnel LearningObjective?
What is a Game?
4 2Games 1.0
3
4Games 1.0
3Where is my
opponentgoing to go next?
In what direction should I try to move
the ball?
How will the ball bounce off the wall?
Games 2.0
Games 2.0
Should I shoot the aliens on the end or in the
middle or all the bottom aliens first?
How long do I have to shoot before an alien shoots at me?
What is the pattern these aliens are
following?
Games 3.0
Where do I explore first?
What activities are of the most value?
What must I do to achieve my goal?
Games 4.0
Games 4.0 What activities give me the most return
for my efforts?
Can I trust this person who wants to
team with me to accomplish a goal?
Flippy wants to become friends with you. Do you
want to add Flippy to your friend’s list.
Games 4.0
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.”
Are games effective for learning?
Simulation/games have to be entertaining to be educational?
Simulation/games have to be entertaining to be educational?
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.”
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.”
False!
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.”
Fact, 20% higher confidence levels.
Fact, 20% higher confidence levels.
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.”
In a Meta-Analysis…
Knowledge retention for game/simulation was 17% higher than a lecture.
Is that True or False?
True!Delivery Method vs. Game/Simulation
% Higher
Lecture 17%
Discussion 5%
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.”
True!Retention/Type of Knowledge
% Higher
Retention 9%
Declarative 11%
Procedural 14%
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.”
- Realistic simulators for contemporary Leadership Training
- Integrate these games into leadership development programs
- Attempt various leadership structures
-Employees may make hundreds of leadership decision an hour in a game
Leadership’s Online LabsHarvard Business Review, May 2008
Leadership’s Online LabsHarvard Business Review, May 2008
RetentionType 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.”
Engagement
PedagogyGame
EducationalSimulation
Instructional games should be embedded in instructional programs that include debriefing and feedback.
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 anddiscussion. 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 anddiscussion. Naval Air Warfare Center Training Systems Division (No 2005-004). Chapter 4 “The Gamification of Learning and Instruction.”
Example
TransferThe ability of simulations to teach skills that transfer to real-life, on-the-job situations seems abundantly positive… Computer-based simulations—assessed as an alternative to other means of training, as a supplement to other means of training, as a device to combat skill decay in experienced trainees, and as a means of improving performance levels as they stand prior to training—show positive results for transfer a majority of the time.
In 22 out of 26 studies, trainees demonstrated equal or superior transfer to the control group from simulations.
Shenan HahnADL Research and Evaluation Team
Recommendations
• Step Two: Identify the instructional objectives that support the game or gamified experience you are creating.• What does the person need to learn or practice to
display the outcome you desire.
• Step Two: Identify the instructional objectives that support the game or gamified experience you are creating.• What does the person need to learn or practice to
display the outcome you desire.
Recommendations 1) Use a game/simulation to provide a context for the
learning.
2) Don’t focus on “entertainment” or “fun.”
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” or “fun.”
3) Carefully craft the simulation/game to provide opportunities to increase engagement and interactivity to increase learning.
What Learning Outcomes do you Want?
Use game-based mechanics, aesthetics and game thinking to engage people, motivate
action, promote learning, and solve problems.
Gamification Gamification
Game Space
System with an abstract challenge, defined by rules, interactivity and feedback that
results in a quantifiable outcome.
NOT Game Space
Goal
Characters
Points
Levels
Mechanics
Aesthetics—Creating a well designed experience for the
learner.
Game Thinking—Taking everyday experiences and translating it into a game
or adding game elements.
NikePlus Stats for Karl
Engage and Motivate Action
Promote Learningand Solve Problems
Whole Part
Gaming
Playing
(Serious ) Games
Simulations
Gamification
Course Hero
Toys
Legos
Playful Design
iPhone
From Game Design Elements to Gamefulness: Defining “Gamification”, Deterding, S. et. al
http://success.adobe.com/microsites/levelup/index.html
http://www.coursehero.com/courses/
2 weeks after launching Courses (powered by gamification), CourseHero received 350 suggested edits to existing courses and 122 requests for new courses.
Another 68 people offered to augment existing courses by creating their own course to be hosted on coursehero.com.
Since the implementation of gamification elements, time on site overall has increased around 5 percent.
For Gamified courses, the time on site for the Courses are nearly three times as long as time onsite for all of coursehero.com.
Social sharing of achievements increased nearly 400 percent in three months.
Some people think Gamification is only about points, badges, progress bars and rewards…
PBL (Points, Badges, Leader Boards)…
… if it was, this would be the most engaging game in the world.
20% increase in profile completion.
… but the possibilities of “gamification” are far larger than points, badges, rewards and
leaderboards.
Ok, great stuff but…how do I get started?
Questions to Ask?
• What is the outcome of the game?– What do we want the learner to know how to do
when done playing the game?
• What are the tasks that must be demonstrated in the game to achieve the outcome?
• How can we verify the outcome as been achieved?
Questions to Ask
• What is the “message” of the game?• What will make the game “educational”?• What qualities of the game will make it
effective or ineffective?• What could be done to make the game
engaging?
Recommendations
• Visualize what you want the learner to be doing during agame or gamification experience and what you want them to learn.• Start first with the knowledge or behavior you want
the learner to be exhibiting.
• Visualize what you want the learner to be doing during agame or gamification experience and what you want them to learn.• Start first with the knowledge or behavior you want
the learner to be exhibiting.