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The Gamification of Learning:
What Research Says About Simulations & 
         Serious Games 




                  By Karl M. Kapp
                  Bloomsburg University
                  October 2, 2012
Twitter:@kkapp
Are games/simulations 
effective for learning?
Let’s Play
Fact or Fishy…
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?
Rules      Take out 
• A statement is presented        your text‐
  – If “true” indicate: FactX     machines
  – If “false” indicate: FishyX
• Text Response:

    Standard Texting Fees 
           Apply!
Games/simulations must be fun to be educational?  




  Image Courtesy of http://www.designingdigitally.com/

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.”
FISHY!



  Image Courtesy of http://www.designingdigitally.com/

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.




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.




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 9%
higher than for traditional
instruction.
 Is that Fact    or Fishy?
Fact!
                 Retention/                                      % Higher
                 Type of
                 Knowledge
                 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.”
Fact!
            Delivery Method vs.                                                  % Higher
            Game/Simulation
            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.”
Fact!
      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.”
Evidence‐Based 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.
Wait a minute, games 
 can be expensive.
                               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‐Line   $10,000‐   $15,000‐   $30,000‐   Conceptual
Board Games                $15,000    $30,000    $50,000    Knowledge/ 
                                                               Rules
Matching, Trivia Games,    $1,500‐    $3,000‐     $5,000‐   Declarative 
Drag and Drop Games        $3,000     $5,000      $20,000   Knowledge/
                                                            Fact/Jargon
Use game-based mechanics,
aesthetics and game thinking to
engage people, motivate action,
  promote learning, and solve
           problems.




 Gamification
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
Two Elements
 of Games that
  Aid Learning

1. Story
2. Characters
Story
Learners remember facts better…

When presented in a bulleted
list as opposed to when
presented in a story.


Is that Fact   or 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
Recommendations 
• Embed facts to be learned in the context of stories.


• Use stories that are related to the context of the 
  desired learning outcome. 
We’ve Always Wanted
     Characters
An on-screen character is
distracting to the learner..


Is that Fact    or Fishy?
FISHY: On transfer tests involving different word problems, the 
         group who had a character generated 30% more correct 
         answers than the group with 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.
Research indicates that learners perceive, interact socially 
   with and are influenced by anthropomorphic agents 
(characters) even when their functionality and adaptability 
                        are limited.


       http://codebaby.com/elearning‐solutions/examples/
Who is more likely to run 24 hours later?

A. Person who watched an avatar that did not 
   look like them running
B. Person who watched an avatar that looked 
   like them running
C. Person  watching an avatar  that looked like 
   them loitering /hanging out
Within 24 hours of watching an avatar like 
                                        themselves run, learners were more likely to 
                                        run than watching an avatar not like them or 
                                           watching an avatar like them loitering .




Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology,
21 (3), 95-113.
If learners watch an avatar that looks 
                                              like them exercising & losing weight, 
                                            they will subsequently exercise more in 
                                            the real world as compared to a control 
                                                             group.




Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology, 21
95-113.
Evidence‐Based Recommendations 

• Use characters/agents to model desired behavior.

• Use characters/agents to provide feedback and 
  instruction to learners.
Games can influence
people to behave in a
positive manner.


Is that Fact   or Fishy?
Fact: Games can influence
                people to behave in a positive
                           manner.




Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior. 
Journal of Personality and Social Psychology.  Vol. 98 . No. 2., 211‐221.
28% helped to 
pick up pencils
33% helped to 
pick up pencils
67% helped to 
pick up pencils
22% intervened
56% intervened
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.

4) Embed the game /simulation into the curriculum. Provide “set‐up,” game‐
   time and debrief.

5) Embed facts to be learned in the context of stories.

6) Use stories that are related to the context of the desired outcome.

7) Use characters/agents to model desired behavior. 

8) Use characters/agents to provide feedback and instruction to learners.
QUESTIONS?




Contact Karl via 
Twitter or email
                            Twitter:@kkapp
                            kkapp@bloomu.edu

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