the quest for learner engagement: games, gamification and the future of learning

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By Karl M. Kapp Bloomsburg University Gamification of Learning &Instruction EMAIL: [email protected] TWITTER: @kkapp BLOG: http://karlkapp.com/kappnotes/ The Quest for Learner Engagement: Games, Gamification, and the Future of Learning Image from “The Gamification of Learning and Instruction by Karl M. Kapp”

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At the end of the The Quest for Learner Engagement: Games, Gamification, and the Future of Learning presentation, the participant should be able to: Differentiate among the different learning applications of games, gamification and stimulations. • Identify four game-elements appropriate for the gamification of learning.

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Page 1: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

By Karl M. KappBloomsburg UniversityGamification of Learning &Instruction EMAIL: [email protected]: @kkappBLOG: http://karlkapp.com/kapp‐notes/

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

Learning 

Image from “The Gamification of Learning and Instruction by Karl M. Kapp” 

Page 2: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Brief history of…

The World

Page 3: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Image purchased for use from iStockphoto

Page 4: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Image obtained from Microsoft Clipart

Page 5: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Image obtained from Microsoft Clipart 

Page 6: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Image obtained from Microsoft Clipart 

Page 7: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

We’ve learned and struggled for a fewyears here figuring out how to make a decent phone. PC guys are not going to just figure this out.

They’re not going to just walk in.

--Palm CEO Ed Colligan, 16 Nov 2006

Page 8: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

This is our best iPhone launch yet — more than 9 million new iPhones sold — a new record for first weekend sales—Tim Cook, 2013.

Palm sold to HP in 2010, by 2011 Palm was done.

Presenter’s iPhone Image, Screen Capture

Page 9: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

ENIAC's main control panel

US Army Photo Located at http://en.wikipedia.org/wiki/File:Two_women_operating_ENIAC.gif 

Page 10: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Image obtained from Microsoft Clipart 

Page 11: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

4 23

Source: Atari Inc.

Page 12: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Source  Midway, Inc. 

Page 13: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Source: Brøderbund

Page 14: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

What variables do I balance to keep my

person happy?How should I

manage my time?

Source: http://www.thesims.com/en‐us

Page 15: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

What leadershipstrategy should I

use?

Source: http://us.battle.net/wow/en/

Page 16: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Source:http://aa3.americasarmy.com/

Page 17: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Image obtained from Microsoft Clipart 

Page 18: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Image obtained from Microsoft Clipart 

Page 19: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Not another online lecture.

Image obtained from Microsoft Clipart 

Page 20: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Sorry, had you on mute, could you repeat the 

question.

Image obtained from Microsoft Clipart 

Page 21: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

I am going to need more coffee.

Image obtained from Microsoft Clipart 

Page 22: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

are Needed

New Instructional Approaches are Needed

Image modified from Microsoft Clipart 

Page 23: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Gamification

Page 24: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Gamification

Lots of Hype

Page 25: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Gartner Group predicts by 2015,  40 percent of Global 1000 organizations will use 

gamification as the primary mechanism to transform business operations.

Page 26: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Gartner Group predicts 80 percent of current gamified applications will fail to meet business objectives, primarily due 

to poor design.

Page 27: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Let’s Play

Fact or Fishy…

Image modified from Microsoft Clipart 

Page 28: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Rules• A statement is presented

– Choose the best response

• Text Keyword Response:– To 37607

Take out your text‐machines

Standard Texting Fees Apply! 

Images obtained from Microsoft Clipart 

Page 29: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Two Teams

teama teamb

Page 30: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

How To Respond via Texting

1. Polleverywhere has no access to your phone number2. Capitalization doesn’t matter, but spaces and spelling do

TIPS

Amaze

Inamaze

alright

Amaze

Image modified from PollEveryWhere(free download with software purchase)

Page 31: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

“Games” and “Gamification” are the same thing.

Is that Fact or Fishy?

Page 32: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Image modified from Microsoft Clipart 

Page 33: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Gamification is the use of gaming elements integrated into a training program aligned with training and/or business goals to promote change in behavior

Game-based Learning is the use of a game to teach knowledge, skills and abilities to learners using a self-contained space.

What is this “game” stuff?

Simulation Learning is a realistic, controlled-risk environment where learners can practice specific behaviors and experience the impacts of their decisions.

Page 34: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

• Gamification is to Learning Game as:– Part is to Whole– Piece is to Puzzle– Slice is to Pie– Steering Wheel is to Car

• Gamification uses elements of games but is not a game in-and-of itself.

What is this “game” stuff?

Page 35: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Gamification + Simulation = Learning Game

What is this “game” stuff?

Page 36: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

GamificationElements that Aid Learning

1. Story2. Challenge3. Mystery4. Characters/Avatar5. Challenge6. Levels7. Feedback8. Replayability9. Freedom to Fail10.Asethetics11.Time12.Rewards

Image modified from Microsoft Clipart 

Page 37: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

GamificationElements that Aid Learning

1. Story2. Challenge3. Mystery4. Characters/Avatar5. Challenge6. Levels7. Feedback8. Replayability9. Freedom to Fail10.Asethetics11.Time12.Rewards

NOT Enough Time 

Image modified from Microsoft Clipart 

Page 38: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Elements of Games

1. Reward Structures2. Feedback3. Story4. Challenge

Image modified from Microsoft Clipart 

Page 39: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Adding points, badges and leaderboard to any training makes it awesome!

Is that Fact or Fishy?

Page 40: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Fishy… if it was that easy…this would be the most engaging game in the world.

Source: http://progresswars.com/

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20% increase in profile completion.

Source; http://linkedin.com

Page 42: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Use coins, points and rewards to provide feedback on performance, updates on progress and level of 

correctness. 

Kapp, K. M. (2012) The Gamification of Learning and Instruction. New York: Pfeiffer. Chapter Four. Pages 89-98.

Source: http://www.nintendo.com/

Page 43: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Howard-Jones. P.A., & Demetriou, S. (2008, September 11). Uncertainty and engagement with learning games. Instructional Science, 37, 519-536.

Image modified from “The Gamification of Learning and Instruction by Karl M. Kapp” 

The value, or size, of an anticipated reward influences the motivational signal sent to the brain only within 

the contexts of the reward system.

Page 44: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Receiving a PREDICTABLE reward releases one shot of dopamine.

Howard-Jones. P.A., & Demetriou, S. (2008, September 11). Uncertainty and engagement with learning games. Instructional Science, 37, 519-536. Image from “The Gamification of Learning and Instruction by Karl M. Kapp” 

Page 45: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Receiving an UNPREDICTABLE reward releases two shots of dopamine. 

Yeah, me!

Howard-Jones. P.A., & Demetriou, S. (2008, September 11). Uncertainty and engagement with learning games. Instructional Science, 37, 519-536. Image from “The Gamification of Learning and Instruction by Karl M. Kapp” 

Page 46: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

What can you do?

Intelligently add game elements to instruction. Use points, rewards and badges to convey meaning…not simply completion.

Page 47: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Feedback

Source: NAMCO BANDAI Games Inc.

Page 48: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Source: NAMCO BANDAI Games Inc.

Page 49: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

The most effective feedback focuses the learner's attention on the correct answer?

Is that Fact or Fishy?

Page 50: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

The most helpful feedback provides specific comments  about errors and suggestions for improvement. It also encourages learners to focus their attention thoughtfully on the task rather than on simply getting the right  answer.

Shute, V. J., Ventura, M., Bauer, M. I., & Zapata‐Rivera, D. (2009). Melding the power of serious games and embedded assessment to monitor and foster learning: Flow and grow. In U. Ritterfeld, M. J. Cody, & P. Vorderer (Eds.), Serious Games: Mechanisms and Effects. Philadelphia, PA: Routledge/LEA. 295‐321.

Source: http://www.thesims.com/en‐us

Page 51: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Leaderboards provide opportunities for players to receive feedback about their performance as compared to 

others. 

Image from “The Gamification of Learning and Instruction by Karl M. Kapp” 

Page 52: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Garci, S., & Tor, A. (2009) The N‐Effect: More Competitors, Less Competition> Psychological Science, Volume 20—Number 7 

Test scores fall as the average number of test takers at test‐taking venuesincreases.

People finished a timed quiz faster, trying to be in top 20%, if they believed they were in a pool of 10 versus a pool of 100.

Called the “N‐Effect”

Image from “The Gamification of Learning and Instruction by Karl M. Kapp” 

Page 53: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

What can you do?

Use feedback to inform learners of errors in thinking and to focus them on the task they are learning.

Create leaderboards by department or group rather than individually.

Page 54: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Learners remember facts better…

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

Is that Fact or Fishy?

Page 55: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

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

narrative construction.

Yep, People tend to remember facts more accurately if they encounter them in a story rather than in a list.

And they rate legal arguments as more convincing when built into narrative tales rather than on legal precedent.

Carey, B. (2007) this is Your Life (and How You Tell it). The New York Times. Melanie Green http://www.unc.edu/~mcgreen/research.html. Chapter 2 “The Gamification of Learning and Instruction.  Image from Microsoft Clipart 

Page 56: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

NikePlus Stats for Karl

Source: www.nikeplus.com, Presenter’s account

Page 57: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Source: https://www.zombiesrungame.com/

Page 58: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

What can you do?

Use meaningful stories. Provide the context for the learning.

Page 59: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

One way to engage learners is to…

Present them with a difficult challenge.

Is that Fact or Fishy?

Page 60: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Fact. Provide a challenge

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

Source: http://us.battle.net/wow/en/

Page 61: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Re-design the Instruction to Start with a Challenge

Image from Microsoft Clipart

Page 62: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Nurse Assistant Training

• Course Objectives– Describe the nursing assistant’s legal and

ethical responsibilities regarding medical records.

– List basic rules for recording medical information.

– Identify who is able to receive patient information.

Page 63: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

It is your first day on the job as a nurse’s assistant and you have just witnessed a senior nurse appear to provide medical information to a dear friend of a terminally ill patient.

What should you do?

Image from Microsoft Clipart

Page 64: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

What can you do?

Give your learners the “Kobayashi Maru” equivalent.

Page 65: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

“Kobayashi Maru” is a no win, difficult situation designed to teach “thinking.”

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Putting it All Together

Page 67: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Source: https://www.blueshieldca.com/

Page 68: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Blue Shield of California, an independent member of the Blue Shield Association, is a

not-for-profit health plan dedicated to providing Californians with access to high-quality health care at an affordable price.

Source: https://www.blueshieldca.com/

Page 69: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Wanted to serve as a model of how an organization can successfully implement a wellness program that benefits employees

and the organization.

Source: https://www.blueshieldca.com/

Page 70: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Daily program focusing on physical, mental and emotional health using gamification

techniques.

Source: https://challenge.meyouhealth.com/signup

Page 71: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Source: https://challenge.meyouhealth.com/signup

Page 72: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Source: https://challenge.meyouhealth.com/signup

Page 73: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Source: https://challenge.meyouhealth.com/signup

Page 74: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Gamification is part of an over all effort that has resulted in…

80% of Blue Shield Employees participate in at least one wellness program.

The incidence of hypertension has fallen by two-thirds.

Disability claims are down.

50% drop in smoking prevalence and a similar increase in regular physical activity among employees

Health Results

Source: https://challenge.meyouhealth.com/signup

Page 75: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Business Results

Wellness program participants are paying $3 million a year less in their share of insurance premiums.

The company benefited by cutting annual health cost growth for its employees from double to single digits.

Blue Shield expects a 3:1 ROI for its wellness program‐and gets it.

The company has seen its annual medical and lost‐productivity costs drop by $5 million.

Source: https://challenge.meyouhealth.com/signup

Page 76: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Content References• The Gamification of Wellness

– http://www.hfma.org/Content.aspx?id=14030

• Pharmville: Applying Gamification to Healthcare– http://3blmedia.com/blog/Hale-Advisors/Health/Pharmville-

Applying-Gamification-Healthcare

• Gamification Boosts Employee Health Behavior, Blue Shield Argues– http://www.informationweek.com/healthcare/patient/gamification-

boosts-employee-health-beha/232900572

Page 77: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Retention benefits between 35% and 61%, with average of 41%.

Subject matter was 

Anatomy and Physiology.

Dobson, J. L. (2013)    Retrieval practice is an efficient method of enhancing the retention of anatomy and physiology information Advances in Physiology Education  37: 184–191, 2013; doi:10.1152/advan.00174.2012

Spaced Retrieval and Retrieval Practice

Image from Microsoft Clipart

Page 78: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Working Indian men (aged 35—55 years) with impaired glucose tolerance were randomly assigned to either a mobile phone messaging intervention or standard care. 

A study using a randomized control group conducted a trial between Aug 10, 2009, and Nov 30, 2012, at ten sites in southeast India with over 500 subjects.

Ramachandran, A.  et. al. Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle modification in men in India: a prospective, parallel‐group, randomised controlled trial The Lancet Diabetes & Endocrinology, Early Online Publication, 11 September 2013 doi:10.1016/S2213‐8587(13)70067‐6

Image from Microsoft Clipart

Page 79: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Ramachandran, A., et. al.., Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle modification in men in India: a prospective, parallel‐group, randomised controlled trial The Lancet Diabetes & Endocrinology, Early Online Publication, 11 September 2013 doi:10.1016/S2213‐8587(13)70067‐6

“Use stairs instead of an elevator”

“Avoid snacks while watching TV; you may overeat. “

Image from Microsoft Clipart

Page 80: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Ramachandran, A., et. al.., Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle modification in men in India: a prospective, parallel‐group, randomised controlled trial The Lancet Diabetes & Endocrinology, Early Online Publication, 11 September 2013 doi:10.1016/S2213‐8587(13)70067‐6

Lowered risk of developing Type 2 diabetes by 36%.

Image from Microsoft Clipart

Page 81: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

1) Games and Gamification are not the same thing but both are powerful from a learning perspective.

2) Gamification is more than adding points, badges and leaderboards.

3) Use stories rather than bulleted lists to present facts.4) Use stories that are related to the context of the desired

learning outcome. 5) Present learners with a difficult challenge to engage

and motivate them. 6) Feedback should be targeted to learner needs.7) Keep leaderboards relatively small, by department or

region—not by individual.

Takeaways

Page 82: The Quest for Learner Engagement: Games, Gamification and the Future of Learning

Copy of Slides and Notes available at www.karlkapp.com

Contact Karl at:[email protected]