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Workshop




                    By Karl M. Kapp
                    Helmut Doll
Twitter:@kkapp      Bloomsburg University
                    Gamification of Learning and Instruction
                    December 4-5, 2012
¡Hola
• Objetivo: Juega un juego
• Jugabilidad
  – Evite que su oponente obtenga 3 X 3, o de O en
    una fila




                             Vamos a
                              jugar
Ceros y Cruces o
  Tic Tac Toe
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!
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
Personnel Learning
     Objective?


                          ou
              Wha t do y
                         o
                w  ant t
                         om
               lea rn fr ?
                          op
                W  orksh
What is a
Game?
Games 1.0
4      2
       3
Games 1.0
     4                        3
                           How will the ball
  Where is my
                          bounce off the wall?
    opponent
going to go next?




    In what direction
   should I try to move
        the ball?
Games 2.0
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?
Games 3.0
What must I do to
Where do I explore   achieve my goal?
     first?




                     What activities are of
                      the most value?
Games 4.0
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?
Games 4.0

      Flippy wants to become
      friends with you. Do you
        want to add Flippy to
          your friend’s list.
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.”
Are games effective for
      learning?
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.”
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.”
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 17%
higher than a lecture.


 Is that True    or False?
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.”
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.”
- 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
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.”
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.”
Example
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
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.
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.
What Learning Outcomes do you Want?
Use game-based mechanics,
aesthetics and game thinking to
engage people, motivate action,
  promote learning, and solve
           problems.




     Gamification
System with an abstract challenge, defined
 by rules, interactivity and feedback that
     results in a quantifiable outcome.




     Game Space



                                  NOT Game
                                    Space
Mechanics


                   Characters




Goal

                                         Points


                                Levels
Aesthetics—Creating a well
designed experience for the
         learner.
Game Thinking—Taking everyday
experiences and translating it into a game
       or adding game elements.
NikePlus Stats for Karl




                           Engage and
                          Motivate Action
Promote Learning
and Solve Problems
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
http://success.adobe.com/microsites/levelup/index.html
http://www.coursehero.com/courses/
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.
Since the implementation of gamification elements, time on
site overall has increased around 5 percent.
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.
Some people think Gamification is only about
 points, badges, progress bars and rewards…




PBL (Points, Badges, Leader Boards)…
… if it was, this would be the most engaging game in
                      the world.
20% increase in profile completion.
… but the possibilities of “gamification” are far
   larger than points, badges, rewards and
                leaderboards.
Ok, great stuff but…how do I get started?
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?
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?
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.

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Introduction to Workshop for Grupo Salinas

  • 1. Workshop By Karl M. Kapp Helmut Doll Twitter:@kkapp Bloomsburg University Gamification of Learning and Instruction December 4-5, 2012
  • 2. ¡Hola • Objetivo: Juega un juego • Jugabilidad – Evite que su oponente obtenga 3 X 3, o de O en una fila Vamos a jugar
  • 3. Ceros y Cruces o Tic Tac Toe
  • 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
  • 9. Games 1.0 4 3 How will the ball Where is my bounce off the wall? opponent going to go next? In what direction should I try to move the ball?
  • 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?
  • 13.
  • 14. What must I do to Where do I explore achieve my goal? first? What activities are of the most value?
  • 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.”
  • 21. Are games effective for learning?
  • 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.”
  • 26. In a Meta-Analysis… Knowledge retention for game/simulation was 17% higher than a lecture. Is that True or False?
  • 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.
  • 36. What Learning Outcomes do you Want?
  • 37. Use game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems. Gamification
  • 38. System with an abstract challenge, defined by rules, interactivity and feedback that results in a quantifiable outcome. Game Space NOT Game Space
  • 39. Mechanics Characters Goal Points Levels
  • 40. Aesthetics—Creating a well designed experience for the learner.
  • 41. Game Thinking—Taking everyday experiences and translating it into a game or adding game elements.
  • 42. NikePlus Stats for Karl Engage and Motivate Action
  • 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
  • 45.
  • 47.
  • 49.
  • 50.
  • 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.
  • 57. 20% increase in profile completion.
  • 58. … but the possibilities of “gamification” are far larger than points, badges, rewards and leaderboards.
  • 59. Ok, great stuff but…how do I get started?
  • 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

  1. Various games and the problems the gamers had to solve.
  2. First introduced to me by Sebastian Deterding