This presentation focuses on the role of specific approaches, namely gamification and various types of simulation, to motivate and energize learners in
a more interactive way that is aligned to how learning takes place in everyday life today.
12. We’ve learned and struggled for a few
years here figuring out how to make a
decent phone. PC guys are not going
to just figure this out.
They’re not going to just walk in.
--Palm CEO Ed Colligan, 16 Nov 2006
13. This is our best iPhone launch yet — more than
9 million new iPhones sold — a new record for
first weekend sales—Tim Cook, 2013.
Palm sold to HP in 2010, by 2011
Palm was done.
46. What is this “game” stuff?
Gamification + Simulation = Learning Game
47. Gamification
Elements that
Aid Engagement
1. Story
2. Challenge
3. Mystery
4. Characters/Avatar
5. Challenge
6. Levels
7. Feedback
8. Replayability
9. Freedom to Fail
10.Asethetics
11.Time
12.Rewards
48. Gamification
Elements that
Aid Learning
1. Story
2. Challenge
3. Mystery
4. Characters/Avatar
5. Challenge
6. Levels
7. Feedback
8. Replayability
9. Freedom to Fail
10.Asethetics
11.Time
12.Rewards
NOT Enough Time
49. Elements of
Games
1. Reward Structures
2. Uncertainty
3. Adaptability
4. Spaced Practice
5. Retrieval Practice
50. Adding points, badges and
leaderboard to any training
makes it awesome!
Is that Fact
or Fishy?
66. “What is the first step you
would take to solve this
problem?”
2(3X-1)=1
67. Level of
Learner
Level of
Knowledge
Anticipated
Response
Example
Problem
2(3X-1)=1
Skill
Novice
Learner
Basic
Incorrect
Answer
I don’t know
No answer, no
idea how to
work problem.
None at this point.
Intermediate
Learner
Intermediate Writing down
the steps
required to
obtain the
answer.
Expanding values in
brackets, work
through the
equation. Learner
may start at any
level of the steps.
Expert
Advanced
2*3X-2*1=1
6X-2=1
6X-2=1
6X=3
6X/3=3/3
2X=1
X=1/2
X=.5
6X=3 or X=.5
States the
answer. No
need to write
down steps.
Multiplying both
sides of the equation
by the same number
while incorporating
basic and advanced
skills.
116. Takeaways
1) Use points, rewards and badges to convey meaning, achievement
and progress
2) Allow chance, risk-taking and uncertainty into gamification efforts.
50% appears to be an optimal number.
3) Create choices for the learner when starting a learning module.
Pre-test learners for content knowledge.
4) Space learning out over time, 24 hours in the optimal spacing.
5) Force learners to recall content to enhance learning. In other
words, use testing to reinforce learning.
6) Combine retrieval practice and spaced retrieval for optimal results.
7) Use continual reminders to help drive behavior change and pullthrough.
117. Copy of Slides and Notes available at
www.karlkapp.com
Contact Karl at:
karlkapp@gmail.com