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8/5/2012




Interactivity, Games and Gamification:
      Creating Engaged Learners




                 By Karl M. Kapp
                 Bloomsburg University
                 Gamification of Learning and Instruction
                 August 7, 2012
Twitter:@kkapp




                                                                  1
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Torn from the book…




                            2
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       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




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                 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?




                                                                            4
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    Let’s Play
Fact or Fishy…




                       5
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                 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.




                                                             6
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       Do you understand what to do
        for the Fact or Fishy Game?

Fact                           Fishy




                                             7
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       Let’s Play
Fact      or    Fishy




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When compared to traditional training, game/simulation
      training yields a 9% higher retention rate .


  Fact                                  Fishy




                                                               9
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                                                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.”




                                                                                                                 10
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                          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.”




                                                                                                                 11
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Game/Simulations must to be entertaining to be educational.

    Fact                                   Fishy




                                                                   12
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        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.”




                                                                                                                 13
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  Simulation/games build more confidence for on the job
application of learned knowledge than classroom instruction.

    Fact                                    Fishy




                                                                    14
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      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.”




                                                                                                                 15
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Instructional games are most effective when embedded in
instructional programs that include debriefing and feedback.

     Fact                                     Fishy




                                                                    16
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      Fact: Instructional games should be embedded in
      instructional programs that include
      debriefing and feedback.
                             Engagement


                      Instructional support to help learners
                      understandEducational the game increases
                                  how to use
                                  Simulation
                      instructional 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.”




                                                                                               17
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Enspire Learning: http://www.enspire.com/




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Enspire Learning: http://www.enspire.com/




                                                 19
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Enspire Learning: http://www.enspire.com/




                                                 20
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              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.




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                               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




                                                                               22
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  Use game-based mechanics,
aesthetics and game thinking to
engage people, motivate action,
  promote learning, and solve
           problems.




 Gamification




                                       23
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     24
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     25
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  Some people think Gamification is only about points,
                 badges and rewards.




These are the least motivational and intrinsic elements
 of games and should not be the focus of the efforts of
                  learning designers.




                                                               26
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 Elements of
Games that Aid
   Learning
•   Story
•   Character
•   Recognition
•   Levels
•   Challenges
•   Chance
•   Replayability
•   Aesthetics
•   Time
•   Continual Feedback




                              27
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 Elements of
Games that Aid
   Learning
•   Story
•   Character
    Recognition
•
•     NOT Enough Time 
    Levels
•   Challenges
•   Chance
•   Replayability
•   Aesthetics
•   Time
•   Continual Feedback




                               28
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    Three
 Elements of
Games that Aid
   Learning
1. Characters
2. Story
3. Challenges




                      29
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We’ve Always Wanted
    Characters




                           30
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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




                                                                   31
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         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”




                                                                                                                               32
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                        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”




                                                                                                                                    33
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When audio is used and a character talks to the learner, the
tone and conversational style needs to be formal.

      Fact                                     Fishy




                                                                    34
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         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




                                                                                                                               35
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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




                                                                      36
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              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”




                                                                                           37
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http://codebaby.com/elearning-solutions/examples/




                                                         38
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http://codebaby.com/elearning-solutions/examples/




                                                         39
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             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.




                                                                      40
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Story




             41
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Learners tend to remember facts more accurately if they
encounter them in a bulleted list rather than in a story.

      Fact                                     Fishy




                                                                 42
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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.




                                                                                                      43
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                 Story Elements
1. Characters

2. Plot (something has to happen).
3. Ten sion

 4. Resolution
5. Conclusion




                                          44
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NikePlus Stats for Karl




                               45
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     46
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Presenting learners with a challenging task is not a good
technique for generating learner engagement.

      Fact                                      Fishy




                                                                 47
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             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.”




                                                                                                        48
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Re-design the Instruction to
   Start with a Challenge




                                    49
8/5/2012




         Investigatory Training
• Course Objectives
  – Identify the Forms Required for an Investigation
  – Practice Interview Techniques
  – Describe and Follow the Investigation Model




                                                            50
8/5/2012




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?




                                                              51
8/5/2012




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




                                                                          52
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          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.




                                                                53
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     54
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     55
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 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.




                                                                                                                            56
8/5/2012




                                     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.




                                                                                                                            57
8/5/2012




                       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.)




                                                                      58
8/5/2012




Questions
   ?




            Twitter:@kkapp
            kkapp@bloomu.edu




                                    59

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Interactivity, games and gamification creating engaged learners

  • 1. 8/5/2012 Interactivity, Games and Gamification: Creating Engaged Learners By Karl M. Kapp Bloomsburg University Gamification of Learning and Instruction August 7, 2012 Twitter:@kkapp 1
  • 3. 8/5/2012 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 3
  • 4. 8/5/2012 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? 4
  • 5. 8/5/2012 Let’s Play Fact or Fishy… 5
  • 6. 8/5/2012 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. 6
  • 7. 8/5/2012 Do you understand what to do for the Fact or Fishy Game? Fact Fishy 7
  • 8. 8/5/2012 Let’s Play Fact or Fishy 8
  • 9. 8/5/2012 When compared to traditional training, game/simulation training yields a 9% higher retention rate . Fact Fishy 9
  • 10. 8/5/2012 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.” 10
  • 11. 8/5/2012 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.” 11
  • 12. 8/5/2012 Game/Simulations must to be entertaining to be educational. Fact Fishy 12
  • 13. 8/5/2012 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.” 13
  • 14. 8/5/2012 Simulation/games build more confidence for on the job application of learned knowledge than classroom instruction. Fact Fishy 14
  • 15. 8/5/2012 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.” 15
  • 16. 8/5/2012 Instructional games are most effective when embedded in instructional programs that include debriefing and feedback. Fact Fishy 16
  • 17. 8/5/2012 Fact: Instructional games should be embedded in instructional programs that include debriefing and feedback. Engagement Instructional support to help learners understandEducational the game increases how to use Simulation instructional 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.” 17
  • 21. 8/5/2012 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. 21
  • 22. 8/5/2012 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 22
  • 23. 8/5/2012 Use game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems. Gamification 23
  • 24. 8/5/2012 24
  • 25. 8/5/2012 25
  • 26. 8/5/2012 Some people think Gamification is only about points, badges and rewards. These are the least motivational and intrinsic elements of games and should not be the focus of the efforts of learning designers. 26
  • 27. 8/5/2012 Elements of Games that Aid Learning • Story • Character • Recognition • Levels • Challenges • Chance • Replayability • Aesthetics • Time • Continual Feedback 27
  • 28. 8/5/2012 Elements of Games that Aid Learning • Story • Character Recognition • • NOT Enough Time  Levels • Challenges • Chance • Replayability • Aesthetics • Time • Continual Feedback 28
  • 29. 8/5/2012 Three Elements of Games that Aid Learning 1. Characters 2. Story 3. Challenges 29
  • 31. 8/5/2012 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 31
  • 32. 8/5/2012 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” 32
  • 33. 8/5/2012 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” 33
  • 34. 8/5/2012 When audio is used and a character talks to the learner, the tone and conversational style needs to be formal. Fact Fishy 34
  • 35. 8/5/2012 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 35
  • 36. 8/5/2012 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 36
  • 37. 8/5/2012 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” 37
  • 40. 8/5/2012 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. 40
  • 42. 8/5/2012 Learners tend to remember facts more accurately if they encounter them in a bulleted list rather than in a story. Fact Fishy 42
  • 43. 8/5/2012 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. 43
  • 44. 8/5/2012 Story Elements 1. Characters 2. Plot (something has to happen). 3. Ten sion 4. Resolution 5. Conclusion 44
  • 46. 8/5/2012 46
  • 47. 8/5/2012 Presenting learners with a challenging task is not a good technique for generating learner engagement. Fact Fishy 47
  • 48. 8/5/2012 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.” 48
  • 49. 8/5/2012 Re-design the Instruction to Start with a Challenge 49
  • 50. 8/5/2012 Investigatory Training • Course Objectives – Identify the Forms Required for an Investigation – Practice Interview Techniques – Describe and Follow the Investigation Model 50
  • 51. 8/5/2012 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? 51
  • 52. 8/5/2012 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 52
  • 53. 8/5/2012 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. 53
  • 54. 8/5/2012 54
  • 55. 8/5/2012 55
  • 56. 8/5/2012 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. 56
  • 57. 8/5/2012 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. 57
  • 58. 8/5/2012 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.) 58
  • 59. 8/5/2012 Questions ? Twitter:@kkapp kkapp@bloomu.edu 59