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Why Fun, Playing & Gamification
is the future for learning
keith@gametize.com | @keizng
Co-founder and Hustle Ninja of Gametize
Hustling for SCB, SingTel, DBS, M1, SPH
Achievements and Badges Unlocked:
Reformed Compulsive Gamer, GSummit, Dutch (yes, very
random), Python Eater, Angels Gate, World Changer?
about.me/keizng
@keizng
Corporate Training: $200bn
Corporate E-Learning: $26bn
% Fortune 500 with E-learning: 41.7%
Asian E-Learning market: $11.5bn by ‘16
Mobile Education Products in ‘12: $4.4bn
(Elearning! Magazine – May 2013)
what you may already know..
And many more awesome mLearning stats..
http://fluency21.com/blog/2013/04/09/20-eye-opening-stats-you-probably-didnt-know-about-mobile-learning/
E-Learning Completion: 30-40%
MOOC Dropout Rate (estimated): ~90%
“People don’t have time to learn,
don’t know where to learn,
and don’t want to learn”
- Frustrated Client
what you don’t like hearing..
“We have met the enemy, and he is Powerpoint”
http://www.nytimes.com/2010/04/27/world/27powerpoint.html?_r=3
You don’t want them to feel this way
but how can you get them here?
- wow
This compound is called dopamine, not Ho OH
Dopamine keeps you pleasured and motivated,
such as when you eat, smoke, have sex
Let’s turn to science for some help
Faces of gamers who are pumped with dopamine
Gf
(Fluid Intelligence)
Gf is the capacity to think logically and solve problems in
novel situations, independent of acquired knowledge.
Many believe that games can help you increase your Gf.
Gf
What is the average
age of a gamer?
Over 100 million gamers in China that
can be engaged through gamification
*Source: Emre Tunchilek, December 9, 2012, “The Great Wall of
Gamification: Rapid Emergence of a Viral Concept in China”
China will account for half of the world’s online
and mobile game market by 2014
Somewhere Up North in the Middle Kingdom …..
Dr Stuart Brown’s research shows the importance of play, as evidenced in
the lack of it in Charles Whitman’s and many homicidal male’s childhood
•  points and badges
•  advertgaming
•  edugaming
•  serious gaming
•  social gaming
•  Farmville
•  Candy Crush
gamification =
gamification =
a social strategy to add fun,
engagement, and design to boring
activities.
gamification =
going beyond an intellectual
understanding to forge an
emotional connection.
happy
meaningful
action
motivation
feedback
7 Badass Guidelines to
Gamification of Learning
1. Gamification != Game
(and why gamification and not game?)
2. Give real feedback
It’s OK to fail in a learning experience
In fact, make it fun to fail!
3. Allow learners to explore freely
.. and give them control over their journey
4. Capitalize on social dynamics
... And encourage competition too
5. User Experience Trumps Everything
6. FOCUS
Finding the right technology help you focus on the content and
experience. Also, focus on getting to your target objective and goal,
rather than create a ‘game’ that does everything
7. Repetition
Allow the users to apply their knowledge again, and again.
That’s how they keep their crystallized intelligence intact.
Gametize’s 5D Framework
Bartle’s Player Types
Design Strategy
G	

A	

M	

E	

T	

I	

S	

E	

Generous & Clear rewards"
Appealing & Fresh Content"
Maintainable & Manageable!
Easy & Emotional Experience"
Togetherness"
Intrinsic motivations"
Social actions"
Engagement & Excitement"
KEY ELEMENTS	

KEY GOALS
Case Study:
ACE Entrepreneurship Week
Case Study:
Standard Chartered Bank
LEARN! COLLECT! COMPETE!
Gain knowledge and experience
through challenges"
Collect points and badges to
level up"
Pit your score against other
countries and global peers"
THE GAMIFIED LEARNING EXPERIENCE!
Scaffolded Challenges!
Competitive Spirit!
Instantaneous Feedback!
Earning Rewards!
gamification
is not magic.
it is a strategy, which like many others, must be well-
designed and planned.
there are no rules to fun.
otherwise it will backfire"
Real Intrinsic motivators
Don’t overgive rewards
Make real fun, and keep them fresh
credits to
“Hang on, will Gamification trivialise Learning?”
“Hang on, will Gamification trivialise Learning?”
What is the real value of seriousness? Do we really learn
best and perform optimally under formal situations?
create emotions
This deck is based on our whitepaper titled
“Seven Gamification Tips
for Corporate Learning”.
“The opposite of play is not work. It is depression”
- Dr Stuart Brown
Gamify #likeaboss
@keizng

slideshare.net/keizng"
linkedin.com/in/keizng

facebook.com/keizng

keith@gametize.com"
"

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Why Playing is the Future for Learning