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Twitter:@kkapp
By Karl M. Kapp
Bloomsburg University
Gamification of Learning and Instruction 
Session
Elements of Games
• Interaction
• Mastery
• Autonomy
• Relatedness
• Uncertainty
• Chance
• Emotional Connection
1
Agenda
What are games and
gamification?
What is gamification and why does it
matter to learning professionals?
2
3
What elements from games can be
added to traditional learning to maximize impact?
4 2
Games 1.0
3
4
Games 1.0
3
Where is my 
opponent
going to go next?
In what direction 
should I try to move 
the ball?
How will the ball 
bounce off the wall?
Games 2.0
Games 2.0
Should I shoot the aliens 
on the end or in the 
middle or all the bottom 
aliens first?
How long do I have to 
shoot before an alien 
shoots at me?
What is the pattern 
these aliens are 
following?
Games 3.0
Where do I explore 
first?
What activities are of 
the most value?
What must I do to 
achieve my goal?
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?
Flippy wants to become 
friends with you. Do you 
want to add Flippy to 
your friend’s list.
Games 4.0
‐ 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
Harvard Business 
Review, May 2008
Elements of Games
• Storyline
• Characters
• Theme
• Realism
• Music
• Interaction
• Mastery
• Autonomy
• Emotional Connection
Specifically Respond with Human 
Intelligence and Emotion to
1. The user’s actions
2. The user’s inactions
3. The user’s past actions
4. A series of the user’s actions
5. The actual time and space that the user is in
6. The comparison of different users’ situations 
and actions
Jack Principles from YDKJ‐Jelly Vision

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