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Interactivity, Games and Gamification:
      Creating Engaged Learners




                 By Karl M. Kapp
                 Bloomsburg University
                 Gamification of Learning and Instruction
                 August 7, 2012
Twitter:@kkapp
Torn from the book…
Google “Kapp Notes”




       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
Agenda

          1                                   2
                               How do you apply game-based strategies
What does research say about   to the presentation of learning content?
games and game elements for
learning?




                               3
                What elements from games can be
                added to traditional e-learning?
Let’s Play
Fact or Fishy…
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.
Do you understand what to do
        for the Fact or Fishy Game?

Fact                           Fishy
Let’s Play
Fact      or    Fishy
When compared to traditional training, game/simulation
      training yields a 9% higher retention rate .


  Fact                                  Fishy
Fact
                           Retention % Higher
                           Type of
                           Knowledge
                           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.”
Percentages of Impact
      It wasn’t the game, it was
                  Retention
    level of activity in the game.
                                                                 % Higher
                           Type of
                           Knowledge
                           Retention           9%
                                           In other words, the
                           Procedural engagement of the learner in
                                              14%
                                       the game leads to learning.
                           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.”
Game/Simulations must to be entertaining to be educational.

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

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


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

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


                      Instructional support to help learners
                      understand Educational the game increases
                                  how to use
                      instructionalSimulation
                                    effectiveness of the gaming
                         Game
                      experience.                Pedagogy


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.”
Enspire Learning: http://www.enspire.com/
Enspire Learning: http://www.enspire.com/
Enspire Learning: http://www.enspire.com/
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.
Level of Interactivity
      Type of                                              Type of
    Game Play             Low       Medium       High     Knowledge
    (Customer                                               Taught
   Development)

Exploration/Simulation   $25,000-   $35,000-   $50,000-    Problem-
Engine/Free Play Area    $35,000    $50,000    $150,000     Solving


Branching story, On-     $10,000-   $15,000-   $30,000-   Conceptual
Line Board Games         $15,000    $30,000    $50,000    Knowledge/
                                                             Rules
Matching, Trivia         $1,500-    $3,000-     $5,000-   Declarative
Games, Drag and          $3,000     $5,000      $20,000   Knowledge/
Drop Games                                                Fact/Jargon
Use game-based mechanics,
aesthetics and game thinking to
engage people, motivate action,
  promote learning, and solve
           problems.




 Gamification
Interactivity, Games and Gamification: Creating Engaged Learners
Use measurement achievements instead
                of completion achievements to increase
                 intrinsic motivation through feedback.




Locke, E.A., & Latham, G.P. (2002) Building a practially useful theory of gal setting and task
 motivation: A 35-year Odyssey. American Psychologist, 57(9), 705-717 Chapter 11: “The
                        Gamification of Learning and Instruction”
Primarily use expected achievements so
                                     players can establish goals for themselves and
                                     create a schema of the learning environment.




Schooler, L.J., & Anderson (1990) The disruptive potential of immediate feedback. The proceedings of the Twelfth Annual
Conference of the Cognitive Science Society, Cambridge, MA. Chapter 11: “The Gamification of Learning and Instruction”
Some people think Gamification is only about
            points, badges and rewards.




… but the possibilities of “gamification” are far larger
         than points, badges and rewards.
Elements of
Games that Aid
   Learning
•   Story
•   Character
•   Recognition
•   Levels
•   Challenges
•   Chance
•   Replayability
•   Aesthetics
•   Time
•   Continual Feedback
Elements of
Games that Aid
   Learning
•   Story
•   Character
    Recognition
•
•     NOT Enough Time 
    Levels
•   Challenges
•   Chance
•   Replayability
•   Aesthetics
•   Time
•   Continual Feedback
Three
 Elements of
Games that Aid
   Learning
1. Characters
2. Story
3. Challenges
We’ve Always Wanted
    Characters
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.
      Fact                                    Fishy
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”
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”
When audio is used and a character talks to the learner, the
tone and conversational style needs to be formal.

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

      Fact                                    Fishy
Yes, two avatars are better
                      than one.




                                                         Fact             Motivator




                     Mentor


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      Expert
Instruction”
http://codebaby.com/elearning-solutions/examples/
http://codebaby.com/elearning-solutions/examples/
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.
Story
Learners tend to remember facts more accurately if they
encounter them in a bulleted list rather than in a story.

      Fact                                     Fishy
FISHY: Researchers have found that the                  Yep, People tend to remember facts
 human brain has a natural affinity for                  more accurately if they encounter
        narrative construction.                         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.
Story Elements
1.Characters

2. Plot (something has to happen).
3. Tension

 4. Resolution
5. Conclusion
NikePlus Stats for Karl
Interactivity, Games and Gamification: Creating Engaged Learners
Presenting learners with a challenging task is not a good
technique for generating learner engagement.

      Fact                                      Fishy
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.”
Re-design the Instruction to
   Start with a Challenge
Investigatory Training
• Course Objectives
  – Identify the Forms Required for an Investigation
  – Practice Interview Techniques
  – Describe and Follow the Investigation Model
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?
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
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.
Interactivity, Games and Gamification: Creating Engaged Learners
Interactivity, Games and Gamification: Creating Engaged Learners
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.
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.
Take-Away
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.)
Questions
   ?




            Twitter:@kkapp
            kkapp@bloomu.edu

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Interactivity, Games and Gamification: Creating Engaged Learners

  • 1. Interactivity, Games and Gamification: Creating Engaged Learners By Karl M. Kapp Bloomsburg University Gamification of Learning and Instruction August 7, 2012 Twitter:@kkapp
  • 2. Torn from the book…
  • 3. Google “Kapp Notes” 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
  • 4. Agenda 1 2 How do you apply game-based strategies What does research say about to the presentation of learning content? games and game elements for learning? 3 What elements from games can be added to traditional e-learning?
  • 6. 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.
  • 7. Do you understand what to do for the Fact or Fishy Game? Fact Fishy
  • 8. Let’s Play Fact or Fishy
  • 9. When compared to traditional training, game/simulation training yields a 9% higher retention rate . Fact Fishy
  • 10. Fact Retention % Higher Type of Knowledge 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.”
  • 11. Percentages of Impact It wasn’t the game, it was Retention level of activity in the game. % Higher Type of Knowledge Retention 9% In other words, the Procedural engagement of the learner in 14% the game leads to learning. 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.”
  • 12. Game/Simulations must to be entertaining to be educational. Fact Fishy
  • 13. 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.”
  • 14. Simulation/games build more confidence for on the job application of learned knowledge than classroom instruction. Fact Fishy
  • 15. Fact: Simulation/games build more confidence for on the job application of learned knowledge than classroom instruction. 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.”
  • 16. Instructional games are most effective when embedded in instructional programs that include debriefing and feedback. Fact Fishy
  • 17. Fact: Instructional games should be embedded in instructional programs that include debriefing and feedback. Engagement Instructional support to help learners understand Educational the game increases how to use instructionalSimulation effectiveness of the gaming Game experience. Pedagogy 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.”
  • 21. 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.
  • 22. Level of Interactivity Type of Type of Game Play Low Medium High Knowledge (Customer Taught Development) Exploration/Simulation $25,000- $35,000- $50,000- Problem- Engine/Free Play Area $35,000 $50,000 $150,000 Solving Branching story, On- $10,000- $15,000- $30,000- Conceptual Line Board Games $15,000 $30,000 $50,000 Knowledge/ Rules Matching, Trivia $1,500- $3,000- $5,000- Declarative Games, Drag and $3,000 $5,000 $20,000 Knowledge/ Drop Games Fact/Jargon
  • 23. Use game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems. Gamification
  • 25. Use measurement achievements instead of completion achievements to increase intrinsic motivation through feedback. Locke, E.A., & Latham, G.P. (2002) Building a practially useful theory of gal setting and task motivation: A 35-year Odyssey. American Psychologist, 57(9), 705-717 Chapter 11: “The Gamification of Learning and Instruction”
  • 26. Primarily use expected achievements so players can establish goals for themselves and create a schema of the learning environment. Schooler, L.J., & Anderson (1990) The disruptive potential of immediate feedback. The proceedings of the Twelfth Annual Conference of the Cognitive Science Society, Cambridge, MA. Chapter 11: “The Gamification of Learning and Instruction”
  • 27. Some people think Gamification is only about points, badges and rewards. … but the possibilities of “gamification” are far larger than points, badges and rewards.
  • 28. Elements of Games that Aid Learning • Story • Character • Recognition • Levels • Challenges • Chance • Replayability • Aesthetics • Time • Continual Feedback
  • 29. Elements of Games that Aid Learning • Story • Character Recognition • • NOT Enough Time  Levels • Challenges • Chance • Replayability • Aesthetics • Time • Continual Feedback
  • 30. Three Elements of Games that Aid Learning 1. Characters 2. Story 3. Challenges
  • 31. We’ve Always Wanted Characters
  • 32. 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. Fact Fishy
  • 33. 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”
  • 34. 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”
  • 35. When audio is used and a character talks to the learner, the tone and conversational style needs to be formal. Fact Fishy
  • 36. 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. www.karlkapp.com
  • 37. The use of two characters, one as a coach and one as an expert is better than just having one a character (mentor). Fact Fishy
  • 38. Yes, two avatars are better than one. Fact Motivator Mentor 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 Expert Instruction”
  • 41. 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.
  • 42. Story
  • 43. Learners tend to remember facts more accurately if they encounter them in a bulleted list rather than in a story. Fact Fishy
  • 44. FISHY: Researchers have found that the Yep, People tend to remember facts human brain has a natural affinity for more accurately if they encounter narrative construction. 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.
  • 45. Story Elements 1.Characters 2. Plot (something has to happen). 3. Tension 4. Resolution 5. Conclusion
  • 48. Presenting learners with a challenging task is not a good technique for generating learner engagement. Fact Fishy
  • 49. 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.”
  • 50. Re-design the Instruction to Start with a Challenge
  • 51. Investigatory Training • Course Objectives – Identify the Forms Required for an Investigation – Practice Interview Techniques – Describe and Follow the Investigation Model
  • 52. 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?
  • 53. 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
  • 54. 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.
  • 57. 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.
  • 58. 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.
  • 59. Take-Away 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.)
  • 60. Questions ? Twitter:@kkapp kkapp@bloomu.edu

Editor's Notes

  • #50: One element of engaged learning is challenging tasks. Jones, B., Valdez, G., Norakowski, J., & Rasmussen, C. (1994). Designing learning and technology for educational reform. North Central Regional ducational 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.