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Games, Interactivity and 
Gamification for Learning
By Karl M. Kapp
Bloomsburg University
Gamification of Learning &Instruction 
EMAIL: kkapp@bloomu.edu
TWITTER: @kkapp
BLOG: http://karlkapp.com/kapp‐notes/
Covert Takeaway Challenge
Presentation Ripped 
from the pages…
Notes
Slides
Additional Ideas
www.karlkapp.com/kapp-notes
4

2
3
Games, Gamification and Interactivity for Learning
Games, Gamification and Interactivity for Learning
Games, Gamification and Interactivity for Learning
What variables do I
balance to keep my
person happy?
Work Life Harmony

How should I
manage my time?
What leadership
strategy should I
use?
Games, Gamification and Interactivity for Learning
I am going to 
need more 
coffee.
Not another 
online 
lecture.
Sorry, had you 
on mute, could 
you repeat the 
question.
“Study of 2,300 people found only 6% of 
organizations are successful in influencing 
behavior change among employees.”
‐‐Al Switzler
What is this “game” stuff?
Gamification is
using game-based
mechanics,
aesthetics and
game-thinking to
engage people,
motivate action
promote learning,
and solve
problems.

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

Simulation
Learning is a
realistic, controlledrisk environment
where learners can
practice specific
behaviors and
experience the
impacts of their
decisions.
We need to
think more
like Game
Designers
The Dragon Slayer Mission
You are a game designer at SuperGame
Corporation which has hit some hard times lately.
It is Friday at 4:55 PM and you only have two things on you mind… 
Hey someone
wants us to
create a game
about slaying dragons.
We are competing internally for the
project. Winning team earns the
right to work on the project.
Two Development Teams

teama

teamb
Rules
• A statement is presented
– Choose the best response

• Text Keyword Response:
– To 37607

Standard Texting Fees 
Apply! 

Take out 
your text‐
machines
How To Respond via Texting

Amaze
Inamaze
alright

TIPS

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

Amaze
Each team will be confronted with a
series of questions. The team that
correctly answers the questions wins
the work.
What about the other team?
Losers are assigned to
“watching paint dry” game
development.
Wow, I heard about that
project, its almost as fun
as… never mind. Dragon
Slaying is much better.
First decision about this dragon slaying
game is how to start the game…what
should the players first in-game
experience be?
You have two choices:
Tell the player three things he/she needs to
know about slaying dragons.
or
Begin with a fight between the player and a
small, dangerous dragon.
Why does this answer make
sense?

Not Sure?
Good game designers know that games
are engaging because they require action
right away.

Action draws in the player and
encourages further engagement. Start
by battling a dragon.
Research indicates that learners who
used interactive games for learning
had the greater cognitive gains over
learners provided with traditional
classroom training.

Vogel, J. J., Vogel D.S., Cannon‐Bowers, J., Bowers, C.A., Muse, K., & Wright, M. (2006). Computer gaming and 
Interactive simulations for learning: A meta‐analysis. Journal of Educational Computing Research, 34(3), 229‐243. 
Too often instructional design is about
the content and not about the actions
that need to occur.
Game Design is about action.
Ok, next decision.

Provide a map with the location of all
the dragons.
or
Create a sense of mystery and
curiosity concerning the location of
dragons.
It is always a good idea to build curiosity and
mystery into a game. Reveal locations of dragons
throughout the course of the player’s journey.
Here are some of my
notes on the subject.
Games, Gamification and Interactivity for Learning
A sense of suspense, mystery
and intrigue draws people into
games and can draw them into
learning as well.
OK, next decision, should we:
Make the game easy so we don’t discourage the
players.
or
Make the game challenging, knowing some
players will fail the first few times.
It needs to be challenging.

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.”
In fact, give them the
Kobayashi Maru of challenges.
Harsh!
Look! Things that are too easy or too difficult
will not pique a learner’s interest because they
lead to boredom or frustration.

Research has shown that challenge is correlated
with both intrinsic motivation and motivation
related to the desire to seek competence and
self confidence.

White, R.W. (1959) Motivation reconsidered: The concept of competence. Psychological Review, 66, 297‐333. 
Well said!
Well, the next decision, should we:
Put the player at risk, they could die at any
moment.
or
Let the player safely explore the environment.
Seriously, you are asking me
this question. The player needs
to be at risk.
No risk, or danger equal no skin in
the game.
Get the player emotionally involved
by putting him or her at “mock”
risk.
In games, failing is allowed, it’s
acceptable, and it’s part of the
process. Games accommodate
failure with multiple lives, second
chances and alternative methods of
success.
Do you punish failure in your
learning design or do you allow and
encourage the freedom to fail?
Last decision, should we:
Give player choices about what level to enter
the game.
or
Create one path for every player.
Choices, players need choices. Look,
let me tell you what motivates
people.
People are motivated when they have
autonomy, mastery and relatedness.
Hey, isn’t that the Self-Determination Theory?
Why, yes…yes it is.
When given control over their learning, research
has shown that learners invested more and
attempted more complex strategies than when
they had no control. So give learners control.

Cordova, D.I., & Lepper M. R. (1996) Intrinsic motivation and the process of learning: Beneficial effects of 
contextualization, personalization and choice. Journal of Educational Psychology, 88, 715‐730
Lot of information, thanks. So let
me ask one more question.
Ok, so which team won?
Well, there all winners to me….
Ugh….
How about a re-cap…
Slide courtesy of Angel Green of Allen Interactions Twitter:
@LearnerAdvocate
Here are five tips to help an
instructional designer to think like a
game designer:
1)
2)
3)
4)
5)

Begin with activity
Create curiosity, mystery, intrigue
Create a challenge for the learner
Put learners at “mock” risk
Give learners meaningful choices
Covert Takeaway Challenge
Games, Gamification and Interactivity for Learning
Copy of Slides and Notes available at
www.karlkapp.com

Contact Karl at:
kkapp@bloomu.edu
Covert Takeaways
•
•
•
•

Learning should be engaging.
Stories provide a context for learning.
It is ok for a learner to struggle.
Simply adding points, badges and 
leaderboards does not make learning 
effective. 

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Games, Gamification and Interactivity for Learning