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Twitter:@kkapp
By Karl M. Kapp
Bloomsburg University
Gamification of Learning &Instruction
May 18, 2014
Games, Gamification
and the Quest
for Engagement:
Design Takeaway Challenge
Rules
• A statement is presented
– Type in “Code word”
• Text Response:
Take out
your text-
machines
Standard Texting Fees
Apply!
How To Participate via Texting
1. Polleverywhere has no access to your phone number
2. Capitalization doesn’t matter, but spaces and spelling do
AMZ01
IAMZ02
ALRIGHT01
AMZ01
How To Vote via PollEv.com/karlkapp
Capitalization doesn’t matter, but spaces and spelling doTIP
AMZ01
IAMZ02
ALRIGHT01
PollEv.com/karlkapp
Observe the process, take notes for
debrief.
-What design techniques are used?
-What elements add to experience?
-What instructional design principles are
being followed or broken?
How To Participate via Observation
Notes
Slides
Additional Ideas
www.karlkapp.com/kapp-notes
GII Theatre
and
Karl M. Kapp
Present:
Games, Gamification
and the
t was a quiet Monday morning, very
quiet, really quiet… almost too…
Then, out of nowhere, she flew into my office,
like a boss who had a problem that needed
solved …
Hi Boss.
I have a problem that
needs to be solved.
We need more
engagement.
She wanted to increase learner
engagement and have more interactive
learning for career training and services.
You came to the right guy
that’s what I do…
Yeah, I know…that’s
why I hired you. Ugh..
Now take the new person here
and go ask Clyde, he went to a
conference on the subject.
For some reason, she didn’t seem bothered
by the fact that she was breaking the
organization’s no smoking policy…
Here’s where you come in. Help me figure
out the clues …and fast.
Choose your disguise…
Stakes are high……
First stop…Clyde’s office…look for clues
Game
Thinking
B)
Teaching knowledge, skills &
abilities using a self-
contained game.
A)
Using game-based
techniques to engage
people, motivate action
promote learning & solve
problems.
C)
Focusing on actions leading
to a meaningful outcome
while navigating risk in a
challenging environment.
D)
Application of different
types of game-elements
to propel a learner
through content with no
changes to the content.
I found three things written on one of
Clyde’s notebooks.
Could be a lead…or
…it could be this session’s
learning objectives
Let’s get going.
Now we need to find Ivan…the Informant...
I knew one of his old haunts.
He was about as friendly as a fly at a fly
strip convention.
Hello, Clueless…
Look I am going to ask you some
questions, the right answer gives you
a clue to interactive learning.
He was about as friendly as a fly at a fly
strip convention.
What do you and your lackies here have to
say about this?
Are Game-based Learning and Gamification are the same thing?Games and Gamification are the same thing?
Enter Question TextNext clue, how many types of gamification are
there?
There are two types of
gamification.
He grabbed his typewriter and made some
notes to explain to me the difference between
the two types of gamification.
Structural
Gamification is
use of game-
elements to propel
a learner through
content with no
alteration or
changes to the
content.
Structural:
 Points
 Badges
 Leaderboard
Content
Gamification use
of game thinking
to alter content
to make it more
game-like but
doesn’t turn the
content into a
game.
Content:
 Challenge
 Story
 Characters
 Missions
Ivan then grabbed his laptop to show me a
demonstration of the two types.
First Structural Gamification….
Gamification
The concept of gamification
Consists of many different
elements.
These elements can include:
• Story
• Character
• Mystery
• Curiosity
• Curve of Interest
• Surprise
• Chance
• Points
• Badges
Screen captures courtesy of MindTickle….
Then he demonstrated content gamification....
It was a little like déjá vu ….this content
gamification…..
It has elements of story, characters and
content that was altered to be more game-like…
Ivan had another question for me…I was the
one who was supposed to be ask’n questions….
Do learners remember facts better
when presented in a bulleted list or
when presented in a story?
This mystery of interactive learning was
starting to take shape…
Thanks, Ivan.Get out of here….
Let’s brief the boss on what we know so far…
So what have we
learned?
So far, so good. Follow the next clue on the
matchbook I found in my desk drawer….
I arrived at the place on the matchbook, as
shady as a clump of oaks caught in an eclipse…
Enter Question TextHmm… What could this location and clue mean???
Tell me. Does engaging instruction start with:
Action draws in the learner and
encourages further engagement.
Too often instructional design is about the
content and not about the actions that
need to occur.
Make the learner do something
Answer a question
Identify a procedure.
Make a decision.
Solve a mystery.
Confront a challenge.
Pick a team.
Just as I was leaving, I found another
matchbook.
Seems like a clue…should
Learning be easy so we don’t discourage the
learners?
or
Challenging where some learners will struggle?
Look! Things that are too easy or too difficult will
not pique a learner’s interest because they lead to
boredom or frustration.
Let me show you Clyde’s
folder on this subject.
Do you know what
elements contribute to
flow?
Achievable Task
Clear Goals
Control Over Actions
(Autonomy)
Concentration
You can also add elements such as …
You can also add elements such as …Novelty
Inconsistency
Complexity
SurpriseIncomplete
information
Unpredictable Future
In fact, Clyde says…give them the Kobayashi Maru
of challenges.
Suddenly, a voice appeared out of
nowhere…the mysterious Learning Lady
Challenge, Curiosity, Control, Fantasy, Cooperation,
Competition and Recognition.
I saw her eyes in the shadows of the alley and
she simply said…to motivate learners add …
Hey, I know that’s Malone’s
Theory of Intrinsically
Motivating Instruction.
Yes, it is …. Ya’h sure about this
“fantasy” thing?
Fantasy provides two learning benefits...
Cognitively a fantasy can help a learner apply old
knowledge to understand new things and help them
remember the content.
Emotionally, a person can connect with the
experiences and not bring with it “real-world”
concerns or fears
Then, suddenly, she emerged from the shadows.
I pictured you
differently…
Here are some more
matches for your boss. She
smokes a lot.
She shouldn’t smoke.
Well, here is the next clue, do we :
Put the learner at risk.
or
Let the learner safely explore the environment.
No risk, or danger equal no skin in the
game.
Get the learner emotionally involved
by putting him or her at “mock” risk.
Losing (points, game)
Not Solving the Problem
Social Credibility
Recognition
Then they mysterious stranger started
talking about what learners can “risk”…
Starting Over
Multiple Lives
In games, failing is allowed, it’s
acceptable, and it’s part of the
process.
Also, failure or earned success can
lead to emotion which can contribute
to Episodic Memory.
Time for a recap with the boss…she looked a
little frantic…she wanted to know one more
thing.
I want to know one more
thing.
What game elements can
engage learners?
What game elements did we
encounter today that can
engage learners?
Any Others?
Great stuff, you folks really seemed to have
cracked the case as to what makes engaging
learning.
Back to Clyde’s office, which note is right?
Game
Thinking
B)
Teaching knowledge, skills &
abilities using a self-
contained game.
A)
Using game-based
techniques to engage
people, motivate action
promote learning & solve
problems.
C)
Focusing on actions leading
to a meaningful outcome
while navigating risk in a
challenging environment.
D)
Application of different
types of game-elements
to propel a learner
through content with no
changes to the content.
To sum it up, what have you
learned today?
Anything else you noticed?
I thought my work was done but then….I
found another pack of matches on my way
home…
But we’ll have to leave that mystery for
another presentation….
One last thing…Design
Takeaway Challenge.
1) Story/Genre
2) Polling/Audience Input
3) Points/Winners/Teams
4) Mystery/Curiosity
5) Pre/Post Test
QUESTIONS?
The End
Credits:
Detective Artwork Courtesy of Vanessa Bailey
Flow Diagram by Kristin Bittner
Typewriter and Mysterious Eyes are Clip Art
Audience Response Devices by TurningTechnologies
Demo of Gamification Software by MindTickle

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Games, Gamification and the Quest for Engagement:

  • 1. Twitter:@kkapp By Karl M. Kapp Bloomsburg University Gamification of Learning &Instruction May 18, 2014 Games, Gamification and the Quest for Engagement:
  • 3. Rules • A statement is presented – Type in “Code word” • Text Response: Take out your text- machines Standard Texting Fees Apply!
  • 4. How To Participate via Texting 1. Polleverywhere has no access to your phone number 2. Capitalization doesn’t matter, but spaces and spelling do AMZ01 IAMZ02 ALRIGHT01 AMZ01
  • 5. How To Vote via PollEv.com/karlkapp Capitalization doesn’t matter, but spaces and spelling doTIP AMZ01 IAMZ02 ALRIGHT01 PollEv.com/karlkapp
  • 6. Observe the process, take notes for debrief. -What design techniques are used? -What elements add to experience? -What instructional design principles are being followed or broken? How To Participate via Observation
  • 8. GII Theatre and Karl M. Kapp Present:
  • 10. t was a quiet Monday morning, very quiet, really quiet… almost too…
  • 11. Then, out of nowhere, she flew into my office, like a boss who had a problem that needed solved … Hi Boss.
  • 12. I have a problem that needs to be solved.
  • 13. We need more engagement. She wanted to increase learner engagement and have more interactive learning for career training and services.
  • 14. You came to the right guy that’s what I do…
  • 15. Yeah, I know…that’s why I hired you. Ugh.. Now take the new person here and go ask Clyde, he went to a conference on the subject.
  • 16. For some reason, she didn’t seem bothered by the fact that she was breaking the organization’s no smoking policy…
  • 17. Here’s where you come in. Help me figure out the clues …and fast.
  • 21. Game Thinking B) Teaching knowledge, skills & abilities using a self- contained game. A) Using game-based techniques to engage people, motivate action promote learning & solve problems. C) Focusing on actions leading to a meaningful outcome while navigating risk in a challenging environment. D) Application of different types of game-elements to propel a learner through content with no changes to the content.
  • 22. I found three things written on one of Clyde’s notebooks. Could be a lead…or …it could be this session’s learning objectives
  • 24. Now we need to find Ivan…the Informant... I knew one of his old haunts.
  • 25. He was about as friendly as a fly at a fly strip convention. Hello, Clueless…
  • 26. Look I am going to ask you some questions, the right answer gives you a clue to interactive learning. He was about as friendly as a fly at a fly strip convention.
  • 27. What do you and your lackies here have to say about this?
  • 28. Are Game-based Learning and Gamification are the same thing?Games and Gamification are the same thing?
  • 29.
  • 30. Enter Question TextNext clue, how many types of gamification are there?
  • 31. There are two types of gamification.
  • 32. He grabbed his typewriter and made some notes to explain to me the difference between the two types of gamification.
  • 33. Structural Gamification is use of game- elements to propel a learner through content with no alteration or changes to the content. Structural:  Points  Badges  Leaderboard
  • 34. Content Gamification use of game thinking to alter content to make it more game-like but doesn’t turn the content into a game. Content:  Challenge  Story  Characters  Missions
  • 35. Ivan then grabbed his laptop to show me a demonstration of the two types.
  • 37. Gamification The concept of gamification Consists of many different elements. These elements can include: • Story • Character • Mystery • Curiosity • Curve of Interest • Surprise • Chance • Points • Badges Screen captures courtesy of MindTickle….
  • 38.
  • 39.
  • 40.
  • 41.
  • 42. Then he demonstrated content gamification....
  • 43. It was a little like déjá vu ….this content gamification…..
  • 44. It has elements of story, characters and content that was altered to be more game-like…
  • 45. Ivan had another question for me…I was the one who was supposed to be ask’n questions…. Do learners remember facts better when presented in a bulleted list or when presented in a story?
  • 46.
  • 47.
  • 48.
  • 49. This mystery of interactive learning was starting to take shape…
  • 50. Thanks, Ivan.Get out of here….
  • 51. Let’s brief the boss on what we know so far…
  • 52. So what have we learned?
  • 53. So far, so good. Follow the next clue on the matchbook I found in my desk drawer….
  • 54.
  • 55. I arrived at the place on the matchbook, as shady as a clump of oaks caught in an eclipse…
  • 56. Enter Question TextHmm… What could this location and clue mean??? Tell me. Does engaging instruction start with:
  • 57. Action draws in the learner and encourages further engagement.
  • 58. Too often instructional design is about the content and not about the actions that need to occur.
  • 59. Make the learner do something Answer a question Identify a procedure. Make a decision. Solve a mystery. Confront a challenge. Pick a team.
  • 60. Just as I was leaving, I found another matchbook.
  • 61. Seems like a clue…should Learning be easy so we don’t discourage the learners? or Challenging where some learners will struggle?
  • 62. Look! Things that are too easy or too difficult will not pique a learner’s interest because they lead to boredom or frustration.
  • 63. Let me show you Clyde’s folder on this subject.
  • 64. Do you know what elements contribute to flow?
  • 65. Achievable Task Clear Goals Control Over Actions (Autonomy) Concentration
  • 66. You can also add elements such as …
  • 67. You can also add elements such as …Novelty Inconsistency Complexity SurpriseIncomplete information Unpredictable Future
  • 68. In fact, Clyde says…give them the Kobayashi Maru of challenges.
  • 69. Suddenly, a voice appeared out of nowhere…the mysterious Learning Lady
  • 70. Challenge, Curiosity, Control, Fantasy, Cooperation, Competition and Recognition. I saw her eyes in the shadows of the alley and she simply said…to motivate learners add …
  • 71. Hey, I know that’s Malone’s Theory of Intrinsically Motivating Instruction. Yes, it is …. Ya’h sure about this “fantasy” thing?
  • 72. Fantasy provides two learning benefits... Cognitively a fantasy can help a learner apply old knowledge to understand new things and help them remember the content. Emotionally, a person can connect with the experiences and not bring with it “real-world” concerns or fears
  • 73. Then, suddenly, she emerged from the shadows. I pictured you differently…
  • 74. Here are some more matches for your boss. She smokes a lot. She shouldn’t smoke.
  • 75.
  • 76. Well, here is the next clue, do we : Put the learner at risk. or Let the learner safely explore the environment.
  • 77. No risk, or danger equal no skin in the game. Get the learner emotionally involved by putting him or her at “mock” risk.
  • 78. Losing (points, game) Not Solving the Problem Social Credibility Recognition Then they mysterious stranger started talking about what learners can “risk”… Starting Over Multiple Lives
  • 79. In games, failing is allowed, it’s acceptable, and it’s part of the process.
  • 80. Also, failure or earned success can lead to emotion which can contribute to Episodic Memory.
  • 81. Time for a recap with the boss…she looked a little frantic…she wanted to know one more thing.
  • 82. I want to know one more thing. What game elements can engage learners?
  • 83. What game elements did we encounter today that can engage learners?
  • 85. Great stuff, you folks really seemed to have cracked the case as to what makes engaging learning.
  • 86. Back to Clyde’s office, which note is right?
  • 87. Game Thinking B) Teaching knowledge, skills & abilities using a self- contained game. A) Using game-based techniques to engage people, motivate action promote learning & solve problems. C) Focusing on actions leading to a meaningful outcome while navigating risk in a challenging environment. D) Application of different types of game-elements to propel a learner through content with no changes to the content.
  • 88. To sum it up, what have you learned today?
  • 89. Anything else you noticed?
  • 90. I thought my work was done but then….I found another pack of matches on my way home…
  • 91. But we’ll have to leave that mystery for another presentation….
  • 93.
  • 94. 1) Story/Genre 2) Polling/Audience Input 3) Points/Winners/Teams 4) Mystery/Curiosity 5) Pre/Post Test
  • 97. Credits: Detective Artwork Courtesy of Vanessa Bailey Flow Diagram by Kristin Bittner Typewriter and Mysterious Eyes are Clip Art Audience Response Devices by TurningTechnologies Demo of Gamification Software by MindTickle