4. Game Results
• Did you like the game?
¿Te gusta el juego?
¿Fue divertido? • Was it fun?
¿Sabía usted ganar puntos? • Did you score points?
¿Cuántos puntos? • How many points?
¿Quién ganó? • Who won?
I Won!
5. ly
do I app e 3
How - based Wh at ar or
game ies to i ples f s
eg princ game
strat ing g
addin fication
learn t? gami ulum?
n &
conte rric
to cu
Objectives
re
W hat a a
ion
mo tivat n
l H ow ca gn
ts esi
aspec s? Ga me D ce
e en
o f gam influ
ng
L earni ?
n
Desig
6. Personnel Learning
Objective?
ou
Wha t do y
o
w ant t
om
lea rn fr ?
op
W orksh
11. Games 2.0
What is the pattern
Should I shoot the aliens
these aliens are
on the end or in the
following?
middle or all the bottom
aliens first?
How long do I have
to shoot before an
alien shoots at me?
16. Games 4.0 What activities give
me the most return
for my efforts?
Can I trust this
person who wants to
team with me to
accomplish a goal?
17. Games 4.0
Flippy wants to become
friends with you. Do you
want to add Flippy to
your friend’s list.
18.
19.
20. A game is a system in which
players engage in an abstract
challenge, defined by rules,
interactivity and feedback that
results in a quantifiable outcome
often eliciting an emotional
reaction.”
22. Simulation/games have to be entertaining to be
educational?
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.”
23. False!
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.”
24. 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.”
25. 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.”
27. True!
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.”
28. True!
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.”
29. - Realistic simulators for contemporary
Leadership Training
- Integrate these games into leadership development
programs
- Attempt various leadership structures
-Employees may make hundreds of leadership
decision an hour in a game
Leadership’s Online Labs
Leadership’s Online Labs
Harvard Business
Harvard Business
Review, May 2008
Review, May 2008
30. Percentages of Impact
Retention
It wasn’t the game, it was % Higher
level of activity in the game.
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.”
31. 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
instructionalSimulation
effectiveness of the gaming
Game
experience. Pedagogy
Hays, R. T. (2005). The effectiveness of instructional games: A literature review and
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
discussion. Naval Air Warfare Center Training Systems Division (No 2005-004). Chapter 4
“The Gamification of Learning and Instruction.”
“The Gamification of Learning and Instruction.”
33. Transfer
The ability of simulations to teach skills that transfer to real-
life, on-the-job situations seems abundantly positive…
Computer-based simulations—assessed as an alternative to
other means of training, as a supplement to other means of
training, as a device to combat skill decay in experienced
trainees, and as a means of improving performance levels as
they stand prior to training—show positive results for
transfer a majority of the time.
In 22 out of 26 studies, trainees demonstrated equal or
superior transfer to the control group from simulations.
Shenan Hahn
ADL Research and Evaluation Team
34. Recommendations
• Step Two: Identify the instructional objectives that
support the game or gamified experience you are
creating.
• What does the person need to learn or practice to
display the outcome you desire.
35. Recommendations
1) Use a game/simulation to provide a context for the
learning.
2) Don’t focus on “entertainment” or “fun.”
3) Carefully craft the simulation/game to provide
opportunities to increase engagement and interactivity to
increase learning.
44. Gaming
(Serious ) Games Gamification
Simulations Course Hero
Whole Part
Toys Playful Design
Legos iPhone
Playing
From Game Design Elements to Gamefulness: Defining “Gamification”, Deterding, S. et. al
51. 2 weeks after launching Courses (powered by gamification), CourseHero
received 350 suggested edits to existing courses and 122 requests for new
courses.
Another 68 people offered to augment existing courses by creating their
own course to be hosted on coursehero.com.
52. Since the implementation of gamification elements, time on
site overall has increased around 5 percent.
53. For Gamified courses, the time on site for the Courses are nearly
three times as long as time onsite for all of coursehero.com.
Social sharing of achievements increased nearly 400 percent in
three months.
54.
55. Some people think Gamification is only about
points, badges, progress bars and rewards…
PBL (Points, Badges, Leader Boards)…
56. … if it was, this would be the most engaging game in
the world.
60. Questions to Ask?
• What is the outcome of the game?
– What do we want the learner to know how to do
when done playing the game?
• What are the tasks that must be
demonstrated in the game to achieve the
outcome?
• How can we verify the outcome as been
achieved?
61. Questions to Ask
• What is the “message” of the game?
• What will make the game “educational”?
• What qualities of the game will make it
effective or ineffective?
• What could be done to make the game
engaging?
62. Recommendations
• Visualize what you want the learner to be doing during
agame or gamification experience and what you want
them to learn.
• Start first with the knowledge or behavior you want
the learner to be exhibiting.
Notas del editor
Various games and the problems the gamers had to solve.