SlideShare une entreprise Scribd logo
1  sur  45
Télécharger pour lire hors ligne
Gamification Research: What
the Numbers Reveal
By:
Karl M. Kapp, Ed.D.
Professor, Instructional Technology
Bloomsburg University
Twitter: @kkapp
Lynda.com Course: Gamification of LearningYouTube Video
Web Site: www.karlkapp.com
Books
Getting in touch with Karl
Twitter: @kkapp
Web: www.karlkapp.com
Email: karlkapp.com :
http://www.facebook.com/gamificationLI
Co-Researcher
• Deltcho Valtchanov
– An experimental psychologist at the University of Waterloo
Games Institute. His research focuses on how real and virtual
environments can influence cognitive function, and how games
and gamification can be used to motivate positive changes in
behaviors."
Agenda
• What did we study?
– Question Driving Research
• How Research Was Conducted
– Procedure/Methodology
– Axonify Platform
• Research Questions
• Results
• Discussion
Acknowledgement
• Research was graciously funded through a
grant by:
What are we discussing?
• Results of a research study:
– Submitted for peer-review
– Conducted to academic standards
– Not a case study
• Applied Research/Field Study
– Not experimental
– No control group
– Not exactly the same population
Question driving research
Is it possible that a casual game can be
used as a “hook” to motivate a learner to
engage with content that is instructional but
not part of the game play.
In other words…
Does a casual game encourage learners to
engage with a gamified learning platform
more than asking them questions?
Literature Review
• What do we know?
– Several theories support the idea of serious games
positively influencing motivation (Garris et al. 2002;
Ryan & Deci 2000; Ryan, Rigby, & Przybylski 2006 ).
– Wouters et al (2013), found in their metanalysis of 39
game studies that serious games are not more
motivating than other instructional methods used in
comparison groups.
Literature Review
• What do we know?
– 55% of teachers use games in the classroom on a
weekly basis (“Teachers Surveyed” 2013)
– 20% of corporations use games for learning
(“Association for Talent Development” 2014)
– Marketplace of learning games or “serious games” is
predicted grow at a compound annual growth rate of
16% reaching an estimated value of $5,448 million
by 2020 (“Serious game” 2015).
Literature Review
• What do we know?
– 55% of teachers use games in the classroom on a
weekly basis (“Teachers Surveyed” 2013)
– 20% of corporations use games for learning
(“Association for Talent Development” 2014)
– Marketplace of learning games or “serious games” is
predicted grow at a compound annual growth rate of
16% reaching an estimated value of $5,448 million
by 2020 (“Serious game” 2015).
Literature Review
• What do we know?
– Only a third of U.S. employees are engaged at work
– 50.3% report themselves as "not engaged" at work
– 16.8% reported themselves as "actively disengaged"
(Adkins 2016).
How was research conducted?
• Two Groups/Conditions
– Game Group
– No Game Group
• Length of Study
– 12 month period of study
• Data Collection
– In place data set
– Data mined from existing database
• Operationally Defined
– Casual Games
– Learning
– Engagement
Participants
• Game Group
– Retail Sales Company with 1,908 employees in a that
used casual games as motivation for learning
• No Game Group
– Retail Sales Company with 4,393 employees in a
retail chain that did not use casual games to motivate
learning.
• Note: Unequal distribution of employees between the
two major retail chains was a result of one retail chain
being much larger than the other.
Data Collection Axonify Platform
• Software platform was used by multiple clients who both
used casual games to engage learners and those who
did not.
• System collected and stored a variety of data related to
learner interactions on the platform which made it
possible to track and examine the data set anonymously.
• Game and no-game condition identical in every way
except for the one variable of game or no-game.
• Funded research.
Operational Definitions
• Learning (Recall)
– “The more one knows (remembers), the more
intellectual competencies one has to draw on for
thinking, problem solving and even
creativity…knowledge and skills are acquired through
memory” (Klemm 2007, p. 63).
– “the ability to remember an idea, material or
phenomenon in a form very close to that in which it
was originally encountered” (After Taxonomy 1956;
Seels & Glasgow 1990).
Operational Definitions
• Casual Game
– “In general, casual games involve less complicated
game controls and less complexity in terms of
gameplay” (Loreto & Gouaïch 2010).
• Low Barrier to Entry
• Played in Short Increments (5-20 minutes)
• Reduced Complexity
• Non-punishing game play
– Commercially popular casual games include Angry
Birds, Bejeweled, Diner Dash, Candy Crush and
Microsoft’s Solitaire.
Research Question One
• Does the opportunity to play a game impact level of
employee engagement?
• For the purpose of this study, level of engagement was
operationally defined as:
– Number of times a learner returns to the software.
– Number of sessions a learner spent browsing other
related parts of the platform (e.g., Report Card) and
voluntarily chooses to participate in extra learning
opportunities.
Research Question Two
• Does a higher level of engagement correlate with
increased learning?
• For the purpose of this study, level of learning was
operationally defined as:
– Number of correct answers provided by learners over
a 12 month period.
– Correct answer streak length
• Remember: learning is defined as: “the ability to remember an idea,
material or phenomenon in a form very close to that in which it was
originally encountered”
Null Hypothesis
• There will be no difference in the level of engagement
between the two groups.
• Level of learning of employees allowed to play a game
prior to being presented with content to be learned will
not be different than the level of learning by a group of
employees not allowed to play a game prior to being
presenting with content to be learned.
Research Question One: Results
• Does the opportunity to play a game impact level of
employee engagement?
– Using a one-way ANOVA (Analysis of Variance of the Means)
– Learners in the game condition logged in to do their training
significantly more often (M = 108.12 per year) than those in the
no-game condition (M = 71.30) p < 0.001.
– Learners were significantly (51.64%) more motivated to come
back and engage with the learning platform when they could play
a game.
Statistically highly significant is
often stated as P < 0.001 (less
than one in a thousand chance
of being wrong).
Research Question One: Results
• Does the opportunity to play a game impact level of
employee engagement?
– Using a one-way ANOVA (Analysis of Variance of the Means)
– Learners in the game condition logged in to do their training
significantly more often (M = 108.12 per year) than those in the
no-game condition (M = 71.30) p < 0.001.
– Learners were significantly (51.64%) more motivated to come
back and engage with the learning platform when they could play
a game.
Research Question One: Results
0
20
40
60
80
100
120
Games OFF Games ON
AverageNumberofLoginsin12Months
Condition
p < 0.001
108.12
71.30
Research Question One: Results
• Does the opportunity to play a game impact level of
employee engagement?
– A one-way ANOVA revealed that learners in the games condition
viewed their report card significantly more often (M = 9.88) than
learners in the no-games condition (M = 2.96) p < 0.001
– The analysis also revealed that learners in the games condition
volunteered to do significantly more extra training material (M =
6.28) than learners in the no-games condition (M = 3.3) p <
0.001
Research Question Two: Results
• Does a higher level of engagement correlate with
increased learning?
– Using a one-way ANOVA the analysis found that learners in the
game condition answered significantly more questions correctly
(M = 413.47) than learners in the no-game condition (M =
145.61) p < 0.001.
Research Question Two: Results
• Pearson correlation was used to determine if voluntarily
engaging with the optional learning opportunities found
in the report card and extra training correlated to
answering more quiz questions correctly across the
entire sample of learners.
– A moderate significant correlation was found between interacting
with the report card and the number of correct answers on
quizzes, r(6301) = 0.44, p < 0.001. M
– A strong significant correlation was found between engaging in
optional extra training and the number of correct quiz answers,
r(6301) = 0.67, p < 0.001.
Research Question Two: Results
• Pearson correlation was used to determine if voluntarily
engaging with the optional learning opportunities found
in the report card and extra training correlated to
answering more quiz questions correctly across the
entire sample of learners.
– A moderate significant correlation was found between interacting
with the report card and the number of correct answers on
quizzes, r(6301) = 0.44, p < 0.001. M
– A strong significant correlation was found between engaging in
optional extra training and the number of correct quiz answers,
r(6301) = 0.67, p < 0.001.
Pearson's r is a measure of the
linear correlation between two variables X and
Y, giving a value between -1 and +1 inclusive,
where +1 is total positive correlation, 0 is
no correlation,
Research Question Two: Results
• A comparison of the correct answer streaks per question,
which ranged from 0 to 2, for learners in the games
condition to those of learners in the no-games condition
using a one-way ANOVA.
– Learners in the games condition had significantly better correct
answer streaks (M = 1.71) than those in the no-games condition
(M = 1.24), p < 0.001.
Research Question Two: Results
0.0
0.2
0.4
0.6
0.8
1.0
1.2
1.4
1.6
1.8
2.0
Games OFF Games ON
AverageCorrectAnswerStreakLengthForQuestionsAnswered
Twice
Condition
p < 0.001
Limitations
• Two different populations
– Two different sizes
– Two different company cultures
– Unknown efforts to engage employees with platform
• One study
– Further investigation is warranted
• More research is required to determine if this result is
reproducible and what elements contribute to the results.
Conclusion
• It appears that the opportunity to play a
casual game prior to learning positively
impacts the level of employee
engagement.
• When a learner has a high level of
engagement with a gamified platform, they
have a higher level of content recall
(learning).
1
References
Abdual Jabbar, I, A & Felicia, P. (2015, December) Gameplay engagement and learning in gam-
based learning: A systematic review. Review of Educational Research December, 85(4), 740–779
doi: 10.3102/0034654315577210
Adkins, A. (2016, January 13). Employee engagement in U.S. stagnant in 2015. Resource
document Gallup. http://www.gallup.com/poll/188144/employee-engagement-stagnant-
2015.aspx. Accessed 01 February 2016.
After Taxonomy of Educational Objectives: Handbook I Cognitive Domain (1956). In B.S. Bloom
(Ed.), Committee of College and University Examiners (pp. 201-207). New York: David McKay
Co..
Association for Talent Development [ATD]. (2014). Playing to Win: Gamification and serious
games in organizations.
Cahill, L., & McGaugh, J. L. (1998). Mechanisms of emotional arousal and lasting declarative
memory. Trends in neurosciences, 21(7), 294-299.
Bourne, L. E., Dominowski, R. L., Loftus, E. F. & Healy, A. F. (1979) Cognitive Processes 2nd
Edition. Englewood Cliffs, NJ: Prentice-Hall.
Casual Games Market Report (2007). Casual Games Association
Casual Game White Paper (2008). IGDA. International Game Developers Association.
Current and future prospects for gamification in the education sector, (2015, July 17). Resource
document Emerging Strategy. http://www.emerging-strategy.com/article/current-and-future-
prospects-for-gamified-learning-in-the-education-sector/. Accessed 02 February 2016.
Csikszentmihalyi, M. (1975). Play and intrinsic rewards. Journal of Humanistic Psychology,
15(3), 41-63.
Dicheva, D., Dichev C., Agre G., & Angelova G. (2015). Gamification in Education: A Systematic
Mapping Study. Educational Technology & Society, 18 (3), 75–88.
Dickey, D. M. (2005). Engaging by design: How engagement strategies in popular computer and
video games can inform instructional design. Educational Technology Research and Development,
53, 67–83. doi:10.1007/BF022504866.
2
Eseryel, D., Law, V., Ifenthaler, D., Ge, X., & Miller, R. (2014). An Investigation of the
Interrelationships between Motivation, Engagement, and Complex Problem Solving in Game-
based Learning. Educational Technology & Society, 17 (1), 42–53.
Gagne, R. M. (1972). Domains of learning. Interchange, 3(1), p. 1-8.
Gagne, R. M. (1977). The Conditions of Learning and Theory of Instruction 4th Edition. New
York, NY: Holt, Rinehart and Winston.
Gibson, J. T. (2009). Discussion approach to instruction. In C. M. Reigeluth & A. A. Carr-
Chellman (Eds.), Instructional-design theories and models, Vol. III: Building a common
knowledge base (pp. 99-116). New York, NY: Routledge.
Gao, Y. & Mandryk, R. L, (2011) GrabApple:The design of a casual exergame. In J. Anacleto et
al. (Eds.): ICEC 2011, LNCS 6972 (pp. 35–46). IFIP International Federation for Information
Processing.
Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and
practice model. Simulation & Gaming, 33, 441–467. doi:10.1177/1046878102238607.
Gee, J. P. (2007). Learning and games. In K. Salen (Ed.), The ecology of games: Connecting
youth, games, and learning (pp. 21-40). Cambridge, MA: MIT Press.
Gibson, J. T. (2009). Discussion approach to instruction. In C. M. Reigeluth & A. A. Carr-
Chellman (Eds.), Instructional-design theories and models, Vol. III: Building a common
knowledge base (pp. 99-116). New York, NY: Routledge.
Gredler, M. E. (1997) Learning and Instruction: Theory into Practice 3rd Edition. Upper Saddle
River, NJ: Merril, an imprint of Prentice Hall.
Greenfield, P. M. (2010). Video games revisited. In R. van Eck (Ed.), Gaming and cognition:
Theories and practice from the learning sciences (pp. 1-21). Hershey, PA: IGI Global.
Hamann, S. (2001). Cognitive and neural mechanisms of emotional memory.Trends in cognitive
sciences, 5(9), 394-400.
Klemm, W. R. (2007). What good is learning if you don’t remember it? The Journal of Effective
Teaching. 7(1), 61-73.
3
Loreto, I. D., & Gouaich, A. (2010) Social Casual Games Success is not so Casual. RR-10017, pp.
001-011.
Malone, T.W. (1981) Toward a Theory of Intrinsically Motivating Instruction. Cognitive Science.
5(4): p. 333-369.
Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomic model of intrinsic
motivations for learning. In R. E. Snow & M. J. Farr (Eds.), Aptitude, learning, and instruction:
III. Conative and affective process analysis (pp. 223-253). Hillsdale, NJ: Erlbaum.
Rebetez, C. & Betrancourt, M. (2007, March). Video game research in cognitive and educational
sciences. Cognitie, Creier, Comportament / Cognition, Brain, Behavior. Romanian Association for
Cognitive Science. ISSN: 1224-8398. XI(1), 131-142.
Seels, B. & Glasgow, Z. (1990) Exercises in instructional design. London: Merrill Publishing
Company.
Serious game market size to grow at 16.38% CAGR to 2020 in terms of value say global serious
games research reports focusing on state of play, challenges and industry prospects. (2015,
September 18). Resource document PR Newswire. http://www.prnewswire.com/news-
releases/serious-game-market-size-to-grow-at-1638-cagr-to-2020-in-terms-of-value-say-global-
serious-games-research-reports-focusing-on-state-of-play-challenges-and-industry-prospects-
528208111.html. Accessed 28 March 2016.
Skinner, E., & Belmont, M. (1993). Motivation in the classroom: Reciprocal effects of teacher
behavior and student engagement across the school year. Journal of Educational Psychology,
doi:10.1037/0022-0663.85.4.571
Teachers Surveyed on Using Digital Games in Class. (2013). Resource document Games and
Learning. http://www.gamesandlearning.org/2014/06/09/teachers-on-using-games-in-class/.
Accessed 02 February 2016.
Whitton, N. (2011). Encouraging engagement in game-based learning. International Journal of
Game-Based Learning, doi:10.4018/ijgbl.2011010106
Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013, February 4). A
Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Journal of
Educational Psychology. Advance online publication. doi: 10.1037/a0031311

Contenu connexe

Tendances

TH301 - Start Thinking Like a Game Designer: An Interactive Learning Experience
TH301 - Start Thinking Like a Game Designer: An Interactive Learning ExperienceTH301 - Start Thinking Like a Game Designer: An Interactive Learning Experience
TH301 - Start Thinking Like a Game Designer: An Interactive Learning ExperienceKarl Kapp
 
Games, Gamification and Innovative Learning Techniques (Chinese Translation)
Games, Gamification and Innovative Learning Techniques (Chinese Translation)Games, Gamification and Innovative Learning Techniques (Chinese Translation)
Games, Gamification and Innovative Learning Techniques (Chinese Translation)Karl Kapp
 
Games, Gamification and Game-Thinking: Making a Impact with Learners
Games, Gamification and Game-Thinking: Making a Impact with LearnersGames, Gamification and Game-Thinking: Making a Impact with Learners
Games, Gamification and Game-Thinking: Making a Impact with LearnersKarl Kapp
 
W308 - Start Thinking Like a Game Designer and Create Engaging, Immersive Ins...
W308 - Start Thinking Like a Game Designer and Create Engaging, Immersive Ins...W308 - Start Thinking Like a Game Designer and Create Engaging, Immersive Ins...
W308 - Start Thinking Like a Game Designer and Create Engaging, Immersive Ins...Karl Kapp
 
Creating an Interactive Story
Creating an Interactive StoryCreating an Interactive Story
Creating an Interactive StoryKarl Kapp
 
Play to Learn Workshop Slides
Play to Learn Workshop SlidesPlay to Learn Workshop Slides
Play to Learn Workshop SlidesKarl Kapp
 
The Gamification of Learning: What Research Says About Simulations & Serious...
The Gamification of Learning:  What Research Says About Simulations & Serious...The Gamification of Learning:  What Research Says About Simulations & Serious...
The Gamification of Learning: What Research Says About Simulations & Serious...Karl Kapp
 
Understanding Games and Gamification for Learning
Understanding Games and Gamification for LearningUnderstanding Games and Gamification for Learning
Understanding Games and Gamification for LearningKarl Kapp
 
Gamification and Immersive Learning
Gamification and Immersive LearningGamification and Immersive Learning
Gamification and Immersive LearningKarl Kapp
 
Thinking Like a Game Designer: Gamification, Games and Interactivity for Lear...
Thinking Like a Game Designer: Gamification, Games and Interactivity for Lear...Thinking Like a Game Designer: Gamification, Games and Interactivity for Lear...
Thinking Like a Game Designer: Gamification, Games and Interactivity for Lear...Karl Kapp
 
Games, Simulations and Gamification in Learning Design and Delivery
Games, Simulations and Gamification in Learning Design and Delivery Games, Simulations and Gamification in Learning Design and Delivery
Games, Simulations and Gamification in Learning Design and Delivery Karl Kapp
 
The Case of the Disengaged Distant Learner. (Gamification)
The Case of the Disengaged Distant Learner. (Gamification)The Case of the Disengaged Distant Learner. (Gamification)
The Case of the Disengaged Distant Learner. (Gamification)Karl Kapp
 
Storytelling: Tools of Engagement
Storytelling: Tools of EngagementStorytelling: Tools of Engagement
Storytelling: Tools of EngagementKarl Kapp
 
Interactivity, Games, and Gamification: A Research-Based Approach to Engaging...
Interactivity, Games, and Gamification: A Research-Based Approach to Engaging...Interactivity, Games, and Gamification: A Research-Based Approach to Engaging...
Interactivity, Games, and Gamification: A Research-Based Approach to Engaging...Karl Kapp
 
Gadgets, Games and Gizmos for Learning: Teach on the Beach
Gadgets, Games and Gizmos for Learning: Teach on the BeachGadgets, Games and Gizmos for Learning: Teach on the Beach
Gadgets, Games and Gizmos for Learning: Teach on the BeachKarl Kapp
 
Instructional Gaming
Instructional GamingInstructional Gaming
Instructional GamingKarl Kapp
 
The Case of the Disengaged Distance Learner
The Case of the Disengaged Distance LearnerThe Case of the Disengaged Distance Learner
The Case of the Disengaged Distance LearnerKarl Kapp
 
ASTD Gamification Webinar Slides
ASTD Gamification Webinar SlidesASTD Gamification Webinar Slides
ASTD Gamification Webinar SlidesKarl Kapp
 
The Role of Games and Simulations in Learning
The Role of Games and Simulations in Learning The Role of Games and Simulations in Learning
The Role of Games and Simulations in Learning Karl Kapp
 
Future of Learning: Games and Gamification
Future of Learning: Games and GamificationFuture of Learning: Games and Gamification
Future of Learning: Games and GamificationKarl Kapp
 

Tendances (20)

TH301 - Start Thinking Like a Game Designer: An Interactive Learning Experience
TH301 - Start Thinking Like a Game Designer: An Interactive Learning ExperienceTH301 - Start Thinking Like a Game Designer: An Interactive Learning Experience
TH301 - Start Thinking Like a Game Designer: An Interactive Learning Experience
 
Games, Gamification and Innovative Learning Techniques (Chinese Translation)
Games, Gamification and Innovative Learning Techniques (Chinese Translation)Games, Gamification and Innovative Learning Techniques (Chinese Translation)
Games, Gamification and Innovative Learning Techniques (Chinese Translation)
 
Games, Gamification and Game-Thinking: Making a Impact with Learners
Games, Gamification and Game-Thinking: Making a Impact with LearnersGames, Gamification and Game-Thinking: Making a Impact with Learners
Games, Gamification and Game-Thinking: Making a Impact with Learners
 
W308 - Start Thinking Like a Game Designer and Create Engaging, Immersive Ins...
W308 - Start Thinking Like a Game Designer and Create Engaging, Immersive Ins...W308 - Start Thinking Like a Game Designer and Create Engaging, Immersive Ins...
W308 - Start Thinking Like a Game Designer and Create Engaging, Immersive Ins...
 
Creating an Interactive Story
Creating an Interactive StoryCreating an Interactive Story
Creating an Interactive Story
 
Play to Learn Workshop Slides
Play to Learn Workshop SlidesPlay to Learn Workshop Slides
Play to Learn Workshop Slides
 
The Gamification of Learning: What Research Says About Simulations & Serious...
The Gamification of Learning:  What Research Says About Simulations & Serious...The Gamification of Learning:  What Research Says About Simulations & Serious...
The Gamification of Learning: What Research Says About Simulations & Serious...
 
Understanding Games and Gamification for Learning
Understanding Games and Gamification for LearningUnderstanding Games and Gamification for Learning
Understanding Games and Gamification for Learning
 
Gamification and Immersive Learning
Gamification and Immersive LearningGamification and Immersive Learning
Gamification and Immersive Learning
 
Thinking Like a Game Designer: Gamification, Games and Interactivity for Lear...
Thinking Like a Game Designer: Gamification, Games and Interactivity for Lear...Thinking Like a Game Designer: Gamification, Games and Interactivity for Lear...
Thinking Like a Game Designer: Gamification, Games and Interactivity for Lear...
 
Games, Simulations and Gamification in Learning Design and Delivery
Games, Simulations and Gamification in Learning Design and Delivery Games, Simulations and Gamification in Learning Design and Delivery
Games, Simulations and Gamification in Learning Design and Delivery
 
The Case of the Disengaged Distant Learner. (Gamification)
The Case of the Disengaged Distant Learner. (Gamification)The Case of the Disengaged Distant Learner. (Gamification)
The Case of the Disengaged Distant Learner. (Gamification)
 
Storytelling: Tools of Engagement
Storytelling: Tools of EngagementStorytelling: Tools of Engagement
Storytelling: Tools of Engagement
 
Interactivity, Games, and Gamification: A Research-Based Approach to Engaging...
Interactivity, Games, and Gamification: A Research-Based Approach to Engaging...Interactivity, Games, and Gamification: A Research-Based Approach to Engaging...
Interactivity, Games, and Gamification: A Research-Based Approach to Engaging...
 
Gadgets, Games and Gizmos for Learning: Teach on the Beach
Gadgets, Games and Gizmos for Learning: Teach on the BeachGadgets, Games and Gizmos for Learning: Teach on the Beach
Gadgets, Games and Gizmos for Learning: Teach on the Beach
 
Instructional Gaming
Instructional GamingInstructional Gaming
Instructional Gaming
 
The Case of the Disengaged Distance Learner
The Case of the Disengaged Distance LearnerThe Case of the Disengaged Distance Learner
The Case of the Disengaged Distance Learner
 
ASTD Gamification Webinar Slides
ASTD Gamification Webinar SlidesASTD Gamification Webinar Slides
ASTD Gamification Webinar Slides
 
The Role of Games and Simulations in Learning
The Role of Games and Simulations in Learning The Role of Games and Simulations in Learning
The Role of Games and Simulations in Learning
 
Future of Learning: Games and Gamification
Future of Learning: Games and GamificationFuture of Learning: Games and Gamification
Future of Learning: Games and Gamification
 

En vedette

GoAnimate Instructions
GoAnimate InstructionsGoAnimate Instructions
GoAnimate InstructionsKarl Kapp
 
B.Y.O.D.: The Engagement Abyss: Three Effective Methods to Engage LearnersEng...
B.Y.O.D.: The Engagement Abyss: Three Effective Methods to Engage LearnersEng...B.Y.O.D.: The Engagement Abyss: Three Effective Methods to Engage LearnersEng...
B.Y.O.D.: The Engagement Abyss: Three Effective Methods to Engage LearnersEng...Karl Kapp
 
The Quest for Engaged Students: Technology, Millennials & Learnin
The Quest for Engaged Students: Technology, Millennials & LearninThe Quest for Engaged Students: Technology, Millennials & Learnin
The Quest for Engaged Students: Technology, Millennials & LearninKarl Kapp
 
Case of the Disengaged Learner: InSync Training Presentation
Case of the Disengaged Learner: InSync Training PresentationCase of the Disengaged Learner: InSync Training Presentation
Case of the Disengaged Learner: InSync Training PresentationKarl Kapp
 
About Bloomsburg's Instructional Technology Program
About Bloomsburg's Instructional Technology ProgramAbout Bloomsburg's Instructional Technology Program
About Bloomsburg's Instructional Technology ProgramKarl Kapp
 
TH504 - Stop Thinking Like an Instructional Designer: Start Thinking Like a G...
TH504 - Stop Thinking Like an Instructional Designer: Start Thinking Like a G...TH504 - Stop Thinking Like an Instructional Designer: Start Thinking Like a G...
TH504 - Stop Thinking Like an Instructional Designer: Start Thinking Like a G...Karl Kapp
 
Building a Strong Ecosystem for the Games Industry
Building a Strong Ecosystem for the Games IndustryBuilding a Strong Ecosystem for the Games Industry
Building a Strong Ecosystem for the Games IndustryWanda Meloni
 
Gamication in Education and Business EBook
Gamication in Education and Business EBookGamication in Education and Business EBook
Gamication in Education and Business EBookErcan Altuğ YILMAZ
 
Games, Interactivity and Gamification for Learning
Games, Interactivity and Gamification for LearningGames, Interactivity and Gamification for Learning
Games, Interactivity and Gamification for LearningKarl Kapp
 
Casual Games; A Strategic Review of the Sector
Casual Games; A Strategic Review of the SectorCasual Games; A Strategic Review of the Sector
Casual Games; A Strategic Review of the SectorPaul Heydon
 
Skill Games: The Past, Present, and Future of Casual, Competitive Gaming | Gr...
Skill Games: The Past, Present, and Future of Casual, Competitive Gaming | Gr...Skill Games: The Past, Present, and Future of Casual, Competitive Gaming | Gr...
Skill Games: The Past, Present, and Future of Casual, Competitive Gaming | Gr...Jessica Tams
 
The Case of the Blended Content
The Case of the Blended ContentThe Case of the Blended Content
The Case of the Blended ContentKarl Kapp
 
Gamification in the Workplace
Gamification in the WorkplaceGamification in the Workplace
Gamification in the WorkplaceSAP Concur
 
Social Games: Multiplatform Branded Entertainment
Social Games: Multiplatform Branded EntertainmentSocial Games: Multiplatform Branded Entertainment
Social Games: Multiplatform Branded EntertainmentAlex Gault
 
TU107 - Zombie Salesapocalypse: Making an Epic 3-D Immersive Sales Video Game
TU107 - Zombie Salesapocalypse: Making an Epic 3-D Immersive Sales Video Game TU107 - Zombie Salesapocalypse: Making an Epic 3-D Immersive Sales Video Game
TU107 - Zombie Salesapocalypse: Making an Epic 3-D Immersive Sales Video Game Karl Kapp
 
Yuliya Nabieva, Head of Partnership Management, Spil Games
Yuliya Nabieva, Head of Partnership Management, Spil GamesYuliya Nabieva, Head of Partnership Management, Spil Games
Yuliya Nabieva, Head of Partnership Management, Spil GamesWhite Nights Conference
 
European mobile game market
European mobile game marketEuropean mobile game market
European mobile game marketICO Partners
 
State of the Social Casino Industry Q2/Q3 2016 | Elad Kushnir
State of the Social Casino Industry Q2/Q3 2016 | Elad KushnirState of the Social Casino Industry Q2/Q3 2016 | Elad Kushnir
State of the Social Casino Industry Q2/Q3 2016 | Elad KushnirJessica Tams
 
Basic Steps for Saving an Audacity File
Basic Steps for Saving an Audacity FileBasic Steps for Saving an Audacity File
Basic Steps for Saving an Audacity FileKarl Kapp
 
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with MetricsGamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with MetricsWanda Meloni
 

En vedette (20)

GoAnimate Instructions
GoAnimate InstructionsGoAnimate Instructions
GoAnimate Instructions
 
B.Y.O.D.: The Engagement Abyss: Three Effective Methods to Engage LearnersEng...
B.Y.O.D.: The Engagement Abyss: Three Effective Methods to Engage LearnersEng...B.Y.O.D.: The Engagement Abyss: Three Effective Methods to Engage LearnersEng...
B.Y.O.D.: The Engagement Abyss: Three Effective Methods to Engage LearnersEng...
 
The Quest for Engaged Students: Technology, Millennials & Learnin
The Quest for Engaged Students: Technology, Millennials & LearninThe Quest for Engaged Students: Technology, Millennials & Learnin
The Quest for Engaged Students: Technology, Millennials & Learnin
 
Case of the Disengaged Learner: InSync Training Presentation
Case of the Disengaged Learner: InSync Training PresentationCase of the Disengaged Learner: InSync Training Presentation
Case of the Disengaged Learner: InSync Training Presentation
 
About Bloomsburg's Instructional Technology Program
About Bloomsburg's Instructional Technology ProgramAbout Bloomsburg's Instructional Technology Program
About Bloomsburg's Instructional Technology Program
 
TH504 - Stop Thinking Like an Instructional Designer: Start Thinking Like a G...
TH504 - Stop Thinking Like an Instructional Designer: Start Thinking Like a G...TH504 - Stop Thinking Like an Instructional Designer: Start Thinking Like a G...
TH504 - Stop Thinking Like an Instructional Designer: Start Thinking Like a G...
 
Building a Strong Ecosystem for the Games Industry
Building a Strong Ecosystem for the Games IndustryBuilding a Strong Ecosystem for the Games Industry
Building a Strong Ecosystem for the Games Industry
 
Gamication in Education and Business EBook
Gamication in Education and Business EBookGamication in Education and Business EBook
Gamication in Education and Business EBook
 
Games, Interactivity and Gamification for Learning
Games, Interactivity and Gamification for LearningGames, Interactivity and Gamification for Learning
Games, Interactivity and Gamification for Learning
 
Casual Games; A Strategic Review of the Sector
Casual Games; A Strategic Review of the SectorCasual Games; A Strategic Review of the Sector
Casual Games; A Strategic Review of the Sector
 
Skill Games: The Past, Present, and Future of Casual, Competitive Gaming | Gr...
Skill Games: The Past, Present, and Future of Casual, Competitive Gaming | Gr...Skill Games: The Past, Present, and Future of Casual, Competitive Gaming | Gr...
Skill Games: The Past, Present, and Future of Casual, Competitive Gaming | Gr...
 
The Case of the Blended Content
The Case of the Blended ContentThe Case of the Blended Content
The Case of the Blended Content
 
Gamification in the Workplace
Gamification in the WorkplaceGamification in the Workplace
Gamification in the Workplace
 
Social Games: Multiplatform Branded Entertainment
Social Games: Multiplatform Branded EntertainmentSocial Games: Multiplatform Branded Entertainment
Social Games: Multiplatform Branded Entertainment
 
TU107 - Zombie Salesapocalypse: Making an Epic 3-D Immersive Sales Video Game
TU107 - Zombie Salesapocalypse: Making an Epic 3-D Immersive Sales Video Game TU107 - Zombie Salesapocalypse: Making an Epic 3-D Immersive Sales Video Game
TU107 - Zombie Salesapocalypse: Making an Epic 3-D Immersive Sales Video Game
 
Yuliya Nabieva, Head of Partnership Management, Spil Games
Yuliya Nabieva, Head of Partnership Management, Spil GamesYuliya Nabieva, Head of Partnership Management, Spil Games
Yuliya Nabieva, Head of Partnership Management, Spil Games
 
European mobile game market
European mobile game marketEuropean mobile game market
European mobile game market
 
State of the Social Casino Industry Q2/Q3 2016 | Elad Kushnir
State of the Social Casino Industry Q2/Q3 2016 | Elad KushnirState of the Social Casino Industry Q2/Q3 2016 | Elad Kushnir
State of the Social Casino Industry Q2/Q3 2016 | Elad Kushnir
 
Basic Steps for Saving an Audacity File
Basic Steps for Saving an Audacity FileBasic Steps for Saving an Audacity File
Basic Steps for Saving an Audacity File
 
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with MetricsGamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
Gamification in 2012: Trends in Consumer and Enterprise Markets with Metrics
 

Similaire à Gamification Research: What the Numbers Reveal

The students intrinsic and extrinsic motivations
The students intrinsic and extrinsic motivationsThe students intrinsic and extrinsic motivations
The students intrinsic and extrinsic motivationsMark Anthony Camilleri
 
Detecting and Responding to Student Emotion
Detecting and Responding to Student EmotionDetecting and Responding to Student Emotion
Detecting and Responding to Student EmotionBeverly Park Woolf
 
#Gamification of Older Adults’ Physical Activity: An Experimental Study (HICS...
#Gamification of Older Adults’ Physical Activity: An Experimental Study (HICS...#Gamification of Older Adults’ Physical Activity: An Experimental Study (HICS...
#Gamification of Older Adults’ Physical Activity: An Experimental Study (HICS...Dennis Kappen
 
The ‘Ecology of Implementation’ for Immersive Games in Teacher Education: Fro...
The ‘Ecology of Implementation’ for Immersive Games in Teacher Education: Fro...The ‘Ecology of Implementation’ for Immersive Games in Teacher Education: Fro...
The ‘Ecology of Implementation’ for Immersive Games in Teacher Education: Fro...Arizona State University
 
2018-07-24 Mind, Brain and Education Conference.pptx
2018-07-24 Mind, Brain and Education Conference.pptx2018-07-24 Mind, Brain and Education Conference.pptx
2018-07-24 Mind, Brain and Education Conference.pptxAIROSSBERNAL1
 
What Should I Do Next? Adaptive Sequencing in the Context of Open Social Stu...
What Should I Do Next?  Adaptive Sequencing in the Context of Open Social Stu...What Should I Do Next?  Adaptive Sequencing in the Context of Open Social Stu...
What Should I Do Next? Adaptive Sequencing in the Context of Open Social Stu...Peter Brusilovsky
 
Sra 2014 presentation engagement goals and engagement
Sra 2014 presentation   engagement goals and engagementSra 2014 presentation   engagement goals and engagement
Sra 2014 presentation engagement goals and engagementJohn C. Besley
 
Learning theories and Serious Games
Learning theories and Serious GamesLearning theories and Serious Games
Learning theories and Serious Gameshelenaxe
 
Games and assessment week 6
Games and assessment week 6Games and assessment week 6
Games and assessment week 6center4edupunx
 
Enterprise Gamification by the Numbers
Enterprise Gamification by the NumbersEnterprise Gamification by the Numbers
Enterprise Gamification by the NumbersAxonify
 
The international wellbeing study, Karina Ring
The international wellbeing study,  Karina RingThe international wellbeing study,  Karina Ring
The international wellbeing study, Karina RingNZ Psychological Society
 
Action Research Plan- Game Based Learning.pptx
Action Research Plan- Game Based Learning.pptxAction Research Plan- Game Based Learning.pptx
Action Research Plan- Game Based Learning.pptxMeighanRichardson3
 
Action Research Plan- Game Based Learning
Action Research Plan- Game Based LearningAction Research Plan- Game Based Learning
Action Research Plan- Game Based Learningmeighan richardson
 
A Comparison Of Study Session Formats On Attendance And Quiz Performance In A...
A Comparison Of Study Session Formats On Attendance And Quiz Performance In A...A Comparison Of Study Session Formats On Attendance And Quiz Performance In A...
A Comparison Of Study Session Formats On Attendance And Quiz Performance In A...Rick Vogel
 
(How) does Gamification work?
(How) does Gamification work?(How) does Gamification work?
(How) does Gamification work?CyberForumKA
 
User Research (Biostatistics in Dentistry)
User Research (Biostatistics in Dentistry)User Research (Biostatistics in Dentistry)
User Research (Biostatistics in Dentistry)Maggie Seah
 

Similaire à Gamification Research: What the Numbers Reveal (20)

The students intrinsic and extrinsic motivations
The students intrinsic and extrinsic motivationsThe students intrinsic and extrinsic motivations
The students intrinsic and extrinsic motivations
 
Detecting and Responding to Student Emotion
Detecting and Responding to Student EmotionDetecting and Responding to Student Emotion
Detecting and Responding to Student Emotion
 
#Gamification of Older Adults’ Physical Activity: An Experimental Study (HICS...
#Gamification of Older Adults’ Physical Activity: An Experimental Study (HICS...#Gamification of Older Adults’ Physical Activity: An Experimental Study (HICS...
#Gamification of Older Adults’ Physical Activity: An Experimental Study (HICS...
 
Active Gaming: Research to Application
Active Gaming: Research to ApplicationActive Gaming: Research to Application
Active Gaming: Research to Application
 
The ‘Ecology of Implementation’ for Immersive Games in Teacher Education: Fro...
The ‘Ecology of Implementation’ for Immersive Games in Teacher Education: Fro...The ‘Ecology of Implementation’ for Immersive Games in Teacher Education: Fro...
The ‘Ecology of Implementation’ for Immersive Games in Teacher Education: Fro...
 
2018-07-24 Mind, Brain and Education Conference.pptx
2018-07-24 Mind, Brain and Education Conference.pptx2018-07-24 Mind, Brain and Education Conference.pptx
2018-07-24 Mind, Brain and Education Conference.pptx
 
What Should I Do Next? Adaptive Sequencing in the Context of Open Social Stu...
What Should I Do Next?  Adaptive Sequencing in the Context of Open Social Stu...What Should I Do Next?  Adaptive Sequencing in the Context of Open Social Stu...
What Should I Do Next? Adaptive Sequencing in the Context of Open Social Stu...
 
EC-TEL 2015
EC-TEL 2015EC-TEL 2015
EC-TEL 2015
 
G4LI Advancing Research on Games for Learning
G4LI Advancing Research on Games for LearningG4LI Advancing Research on Games for Learning
G4LI Advancing Research on Games for Learning
 
Sra 2014 presentation engagement goals and engagement
Sra 2014 presentation   engagement goals and engagementSra 2014 presentation   engagement goals and engagement
Sra 2014 presentation engagement goals and engagement
 
Learning theories and Serious Games
Learning theories and Serious GamesLearning theories and Serious Games
Learning theories and Serious Games
 
Games and assessment week 6
Games and assessment week 6Games and assessment week 6
Games and assessment week 6
 
Enterprise Gamification by the Numbers
Enterprise Gamification by the NumbersEnterprise Gamification by the Numbers
Enterprise Gamification by the Numbers
 
The international wellbeing study, Karina Ring
The international wellbeing study,  Karina RingThe international wellbeing study,  Karina Ring
The international wellbeing study, Karina Ring
 
Action Research Plan- Game Based Learning.pptx
Action Research Plan- Game Based Learning.pptxAction Research Plan- Game Based Learning.pptx
Action Research Plan- Game Based Learning.pptx
 
Action Research Plan- Game Based Learning
Action Research Plan- Game Based LearningAction Research Plan- Game Based Learning
Action Research Plan- Game Based Learning
 
A Comparison Of Study Session Formats On Attendance And Quiz Performance In A...
A Comparison Of Study Session Formats On Attendance And Quiz Performance In A...A Comparison Of Study Session Formats On Attendance And Quiz Performance In A...
A Comparison Of Study Session Formats On Attendance And Quiz Performance In A...
 
Educational game development in healthcare
Educational game development in healthcareEducational game development in healthcare
Educational game development in healthcare
 
(How) does Gamification work?
(How) does Gamification work?(How) does Gamification work?
(How) does Gamification work?
 
User Research (Biostatistics in Dentistry)
User Research (Biostatistics in Dentistry)User Research (Biostatistics in Dentistry)
User Research (Biostatistics in Dentistry)
 

Plus de Karl Kapp

A Guide for Employee Gamified Learning
A Guide for Employee  Gamified LearningA Guide for Employee  Gamified Learning
A Guide for Employee Gamified LearningKarl Kapp
 
How to Use Gamification to Launch Digital Transformation in Higher Education
How to Use Gamification to Launch Digital Transformation in Higher Education How to Use Gamification to Launch Digital Transformation in Higher Education
How to Use Gamification to Launch Digital Transformation in Higher Education Karl Kapp
 
Closing Session: The Power of Play and Games in These Uncertain Times
Closing Session: The Power of Play and Games in These Uncertain TimesClosing Session: The Power of Play and Games in These Uncertain Times
Closing Session: The Power of Play and Games in These Uncertain TimesKarl Kapp
 
Distance Learning Conference 2020 The Quest for Engagement: Let the Games Beg...
Distance Learning Conference 2020 The Quest for Engagement: Let the Games Beg...Distance Learning Conference 2020 The Quest for Engagement: Let the Games Beg...
Distance Learning Conference 2020 The Quest for Engagement: Let the Games Beg...Karl Kapp
 
DevLearn 2019 Create Engaging Instruction Using Game Elements
DevLearn 2019 Create Engaging Instruction Using Game ElementsDevLearn 2019 Create Engaging Instruction Using Game Elements
DevLearn 2019 Create Engaging Instruction Using Game ElementsKarl Kapp
 
 Sales Enablement Through Games? You Bet And Bottom Line Results Prove It!
 Sales Enablement Through Games? You Bet And Bottom Line Results Prove It! Sales Enablement Through Games? You Bet And Bottom Line Results Prove It!
 Sales Enablement Through Games? You Bet And Bottom Line Results Prove It!Karl Kapp
 
TU204 - Beyond Gamification:Think Like a Game Designer to Create Engaging, Me...
TU204 - Beyond Gamification:Think Like a Game Designer to Create Engaging, Me...TU204 - Beyond Gamification:Think Like a Game Designer to Create Engaging, Me...
TU204 - Beyond Gamification:Think Like a Game Designer to Create Engaging, Me...Karl Kapp
 
W207 - Creating a 3-D Behavioral Assessment Based Simulation or Game
W207 - Creating a 3-D Behavioral Assessment Based Simulation or Game W207 - Creating a 3-D Behavioral Assessment Based Simulation or Game
W207 - Creating a 3-D Behavioral Assessment Based Simulation or Game Karl Kapp
 
A List of Some of the Tools Available to Create Digital Learning Games
A List of Some of the Tools Available to Create Digital Learning GamesA List of Some of the Tools Available to Create Digital Learning Games
A List of Some of the Tools Available to Create Digital Learning GamesKarl Kapp
 
Create Tabletop Games to Foster Organizational Learning
Create Tabletop Games to Foster Organizational LearningCreate Tabletop Games to Foster Organizational Learning
Create Tabletop Games to Foster Organizational LearningKarl Kapp
 
Strengthening Quality Management with High Impact Training
Strengthening Quality Management with High Impact TrainingStrengthening Quality Management with High Impact Training
Strengthening Quality Management with High Impact TrainingKarl Kapp
 
Beyond Gamification: Thinking Like a Game Designer
Beyond Gamification: Thinking Like a Game DesignerBeyond Gamification: Thinking Like a Game Designer
Beyond Gamification: Thinking Like a Game DesignerKarl Kapp
 
Bloomsburg MSIT Recruitment Slides
Bloomsburg MSIT Recruitment SlidesBloomsburg MSIT Recruitment Slides
Bloomsburg MSIT Recruitment SlidesKarl Kapp
 
Instructions on How to Take Notes Directly on a PowerPoint Slide
Instructions on How to Take Notes Directly on a PowerPoint SlideInstructions on How to Take Notes Directly on a PowerPoint Slide
Instructions on How to Take Notes Directly on a PowerPoint SlideKarl Kapp
 
Becoming a Change Agent: Ushering in a New Approach to Learning
Becoming a Change Agent: Ushering in a New Approach to LearningBecoming a Change Agent: Ushering in a New Approach to Learning
Becoming a Change Agent: Ushering in a New Approach to LearningKarl Kapp
 
Mission Possible: Creating Learner Engagement
Mission Possible: Creating Learner EngagementMission Possible: Creating Learner Engagement
Mission Possible: Creating Learner EngagementKarl Kapp
 
Quest for Learning Engagement: Adventure Versions
Quest for Learning Engagement: Adventure VersionsQuest for Learning Engagement: Adventure Versions
Quest for Learning Engagement: Adventure VersionsKarl Kapp
 

Plus de Karl Kapp (17)

A Guide for Employee Gamified Learning
A Guide for Employee  Gamified LearningA Guide for Employee  Gamified Learning
A Guide for Employee Gamified Learning
 
How to Use Gamification to Launch Digital Transformation in Higher Education
How to Use Gamification to Launch Digital Transformation in Higher Education How to Use Gamification to Launch Digital Transformation in Higher Education
How to Use Gamification to Launch Digital Transformation in Higher Education
 
Closing Session: The Power of Play and Games in These Uncertain Times
Closing Session: The Power of Play and Games in These Uncertain TimesClosing Session: The Power of Play and Games in These Uncertain Times
Closing Session: The Power of Play and Games in These Uncertain Times
 
Distance Learning Conference 2020 The Quest for Engagement: Let the Games Beg...
Distance Learning Conference 2020 The Quest for Engagement: Let the Games Beg...Distance Learning Conference 2020 The Quest for Engagement: Let the Games Beg...
Distance Learning Conference 2020 The Quest for Engagement: Let the Games Beg...
 
DevLearn 2019 Create Engaging Instruction Using Game Elements
DevLearn 2019 Create Engaging Instruction Using Game ElementsDevLearn 2019 Create Engaging Instruction Using Game Elements
DevLearn 2019 Create Engaging Instruction Using Game Elements
 
 Sales Enablement Through Games? You Bet And Bottom Line Results Prove It!
 Sales Enablement Through Games? You Bet And Bottom Line Results Prove It! Sales Enablement Through Games? You Bet And Bottom Line Results Prove It!
 Sales Enablement Through Games? You Bet And Bottom Line Results Prove It!
 
TU204 - Beyond Gamification:Think Like a Game Designer to Create Engaging, Me...
TU204 - Beyond Gamification:Think Like a Game Designer to Create Engaging, Me...TU204 - Beyond Gamification:Think Like a Game Designer to Create Engaging, Me...
TU204 - Beyond Gamification:Think Like a Game Designer to Create Engaging, Me...
 
W207 - Creating a 3-D Behavioral Assessment Based Simulation or Game
W207 - Creating a 3-D Behavioral Assessment Based Simulation or Game W207 - Creating a 3-D Behavioral Assessment Based Simulation or Game
W207 - Creating a 3-D Behavioral Assessment Based Simulation or Game
 
A List of Some of the Tools Available to Create Digital Learning Games
A List of Some of the Tools Available to Create Digital Learning GamesA List of Some of the Tools Available to Create Digital Learning Games
A List of Some of the Tools Available to Create Digital Learning Games
 
Create Tabletop Games to Foster Organizational Learning
Create Tabletop Games to Foster Organizational LearningCreate Tabletop Games to Foster Organizational Learning
Create Tabletop Games to Foster Organizational Learning
 
Strengthening Quality Management with High Impact Training
Strengthening Quality Management with High Impact TrainingStrengthening Quality Management with High Impact Training
Strengthening Quality Management with High Impact Training
 
Beyond Gamification: Thinking Like a Game Designer
Beyond Gamification: Thinking Like a Game DesignerBeyond Gamification: Thinking Like a Game Designer
Beyond Gamification: Thinking Like a Game Designer
 
Bloomsburg MSIT Recruitment Slides
Bloomsburg MSIT Recruitment SlidesBloomsburg MSIT Recruitment Slides
Bloomsburg MSIT Recruitment Slides
 
Instructions on How to Take Notes Directly on a PowerPoint Slide
Instructions on How to Take Notes Directly on a PowerPoint SlideInstructions on How to Take Notes Directly on a PowerPoint Slide
Instructions on How to Take Notes Directly on a PowerPoint Slide
 
Becoming a Change Agent: Ushering in a New Approach to Learning
Becoming a Change Agent: Ushering in a New Approach to LearningBecoming a Change Agent: Ushering in a New Approach to Learning
Becoming a Change Agent: Ushering in a New Approach to Learning
 
Mission Possible: Creating Learner Engagement
Mission Possible: Creating Learner EngagementMission Possible: Creating Learner Engagement
Mission Possible: Creating Learner Engagement
 
Quest for Learning Engagement: Adventure Versions
Quest for Learning Engagement: Adventure VersionsQuest for Learning Engagement: Adventure Versions
Quest for Learning Engagement: Adventure Versions
 

Dernier

Integumentary System SMP B. Pharm Sem I.ppt
Integumentary System SMP B. Pharm Sem I.pptIntegumentary System SMP B. Pharm Sem I.ppt
Integumentary System SMP B. Pharm Sem I.pptshraddhaparab530
 
Global Lehigh Strategic Initiatives (without descriptions)
Global Lehigh Strategic Initiatives (without descriptions)Global Lehigh Strategic Initiatives (without descriptions)
Global Lehigh Strategic Initiatives (without descriptions)cama23
 
ISYU TUNGKOL SA SEKSWLADIDA (ISSUE ABOUT SEXUALITY
ISYU TUNGKOL SA SEKSWLADIDA (ISSUE ABOUT SEXUALITYISYU TUNGKOL SA SEKSWLADIDA (ISSUE ABOUT SEXUALITY
ISYU TUNGKOL SA SEKSWLADIDA (ISSUE ABOUT SEXUALITYKayeClaireEstoconing
 
Transaction Management in Database Management System
Transaction Management in Database Management SystemTransaction Management in Database Management System
Transaction Management in Database Management SystemChristalin Nelson
 
Earth Day Presentation wow hello nice great
Earth Day Presentation wow hello nice greatEarth Day Presentation wow hello nice great
Earth Day Presentation wow hello nice greatYousafMalik24
 
Karra SKD Conference Presentation Revised.pptx
Karra SKD Conference Presentation Revised.pptxKarra SKD Conference Presentation Revised.pptx
Karra SKD Conference Presentation Revised.pptxAshokKarra1
 
ENG 5 Q4 WEEk 1 DAY 1 Restate sentences heard in one’s own words. Use appropr...
ENG 5 Q4 WEEk 1 DAY 1 Restate sentences heard in one’s own words. Use appropr...ENG 5 Q4 WEEk 1 DAY 1 Restate sentences heard in one’s own words. Use appropr...
ENG 5 Q4 WEEk 1 DAY 1 Restate sentences heard in one’s own words. Use appropr...JojoEDelaCruz
 
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdf
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdfGrade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdf
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdfJemuel Francisco
 
ROLES IN A STAGE PRODUCTION in arts.pptx
ROLES IN A STAGE PRODUCTION in arts.pptxROLES IN A STAGE PRODUCTION in arts.pptx
ROLES IN A STAGE PRODUCTION in arts.pptxVanesaIglesias10
 
Food processing presentation for bsc agriculture hons
Food processing presentation for bsc agriculture honsFood processing presentation for bsc agriculture hons
Food processing presentation for bsc agriculture honsManeerUddin
 
AUDIENCE THEORY -CULTIVATION THEORY - GERBNER.pptx
AUDIENCE THEORY -CULTIVATION THEORY -  GERBNER.pptxAUDIENCE THEORY -CULTIVATION THEORY -  GERBNER.pptx
AUDIENCE THEORY -CULTIVATION THEORY - GERBNER.pptxiammrhaywood
 
Activity 2-unit 2-update 2024. English translation
Activity 2-unit 2-update 2024. English translationActivity 2-unit 2-update 2024. English translation
Activity 2-unit 2-update 2024. English translationRosabel UA
 
ICS2208 Lecture6 Notes for SL spaces.pdf
ICS2208 Lecture6 Notes for SL spaces.pdfICS2208 Lecture6 Notes for SL spaces.pdf
ICS2208 Lecture6 Notes for SL spaces.pdfVanessa Camilleri
 
How to Add Barcode on PDF Report in Odoo 17
How to Add Barcode on PDF Report in Odoo 17How to Add Barcode on PDF Report in Odoo 17
How to Add Barcode on PDF Report in Odoo 17Celine George
 
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...JhezDiaz1
 
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdf
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdfVirtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdf
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdfErwinPantujan2
 

Dernier (20)

Integumentary System SMP B. Pharm Sem I.ppt
Integumentary System SMP B. Pharm Sem I.pptIntegumentary System SMP B. Pharm Sem I.ppt
Integumentary System SMP B. Pharm Sem I.ppt
 
Global Lehigh Strategic Initiatives (without descriptions)
Global Lehigh Strategic Initiatives (without descriptions)Global Lehigh Strategic Initiatives (without descriptions)
Global Lehigh Strategic Initiatives (without descriptions)
 
ISYU TUNGKOL SA SEKSWLADIDA (ISSUE ABOUT SEXUALITY
ISYU TUNGKOL SA SEKSWLADIDA (ISSUE ABOUT SEXUALITYISYU TUNGKOL SA SEKSWLADIDA (ISSUE ABOUT SEXUALITY
ISYU TUNGKOL SA SEKSWLADIDA (ISSUE ABOUT SEXUALITY
 
Transaction Management in Database Management System
Transaction Management in Database Management SystemTransaction Management in Database Management System
Transaction Management in Database Management System
 
YOUVE GOT EMAIL_FINALS_EL_DORADO_2024.pptx
YOUVE GOT EMAIL_FINALS_EL_DORADO_2024.pptxYOUVE GOT EMAIL_FINALS_EL_DORADO_2024.pptx
YOUVE GOT EMAIL_FINALS_EL_DORADO_2024.pptx
 
Earth Day Presentation wow hello nice great
Earth Day Presentation wow hello nice greatEarth Day Presentation wow hello nice great
Earth Day Presentation wow hello nice great
 
Karra SKD Conference Presentation Revised.pptx
Karra SKD Conference Presentation Revised.pptxKarra SKD Conference Presentation Revised.pptx
Karra SKD Conference Presentation Revised.pptx
 
YOUVE_GOT_EMAIL_PRELIMS_EL_DORADO_2024.pptx
YOUVE_GOT_EMAIL_PRELIMS_EL_DORADO_2024.pptxYOUVE_GOT_EMAIL_PRELIMS_EL_DORADO_2024.pptx
YOUVE_GOT_EMAIL_PRELIMS_EL_DORADO_2024.pptx
 
ENG 5 Q4 WEEk 1 DAY 1 Restate sentences heard in one’s own words. Use appropr...
ENG 5 Q4 WEEk 1 DAY 1 Restate sentences heard in one’s own words. Use appropr...ENG 5 Q4 WEEk 1 DAY 1 Restate sentences heard in one’s own words. Use appropr...
ENG 5 Q4 WEEk 1 DAY 1 Restate sentences heard in one’s own words. Use appropr...
 
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdf
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdfGrade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdf
Grade 9 Quarter 4 Dll Grade 9 Quarter 4 DLL.pdf
 
ROLES IN A STAGE PRODUCTION in arts.pptx
ROLES IN A STAGE PRODUCTION in arts.pptxROLES IN A STAGE PRODUCTION in arts.pptx
ROLES IN A STAGE PRODUCTION in arts.pptx
 
Food processing presentation for bsc agriculture hons
Food processing presentation for bsc agriculture honsFood processing presentation for bsc agriculture hons
Food processing presentation for bsc agriculture hons
 
FINALS_OF_LEFT_ON_C'N_EL_DORADO_2024.pptx
FINALS_OF_LEFT_ON_C'N_EL_DORADO_2024.pptxFINALS_OF_LEFT_ON_C'N_EL_DORADO_2024.pptx
FINALS_OF_LEFT_ON_C'N_EL_DORADO_2024.pptx
 
AUDIENCE THEORY -CULTIVATION THEORY - GERBNER.pptx
AUDIENCE THEORY -CULTIVATION THEORY -  GERBNER.pptxAUDIENCE THEORY -CULTIVATION THEORY -  GERBNER.pptx
AUDIENCE THEORY -CULTIVATION THEORY - GERBNER.pptx
 
Activity 2-unit 2-update 2024. English translation
Activity 2-unit 2-update 2024. English translationActivity 2-unit 2-update 2024. English translation
Activity 2-unit 2-update 2024. English translation
 
ICS2208 Lecture6 Notes for SL spaces.pdf
ICS2208 Lecture6 Notes for SL spaces.pdfICS2208 Lecture6 Notes for SL spaces.pdf
ICS2208 Lecture6 Notes for SL spaces.pdf
 
How to Add Barcode on PDF Report in Odoo 17
How to Add Barcode on PDF Report in Odoo 17How to Add Barcode on PDF Report in Odoo 17
How to Add Barcode on PDF Report in Odoo 17
 
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
ENGLISH 7_Q4_LESSON 2_ Employing a Variety of Strategies for Effective Interp...
 
LEFT_ON_C'N_ PRELIMS_EL_DORADO_2024.pptx
LEFT_ON_C'N_ PRELIMS_EL_DORADO_2024.pptxLEFT_ON_C'N_ PRELIMS_EL_DORADO_2024.pptx
LEFT_ON_C'N_ PRELIMS_EL_DORADO_2024.pptx
 
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdf
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdfVirtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdf
Virtual-Orientation-on-the-Administration-of-NATG12-NATG6-and-ELLNA.pdf
 

Gamification Research: What the Numbers Reveal

  • 1. Gamification Research: What the Numbers Reveal By: Karl M. Kapp, Ed.D. Professor, Instructional Technology Bloomsburg University Twitter: @kkapp
  • 2. Lynda.com Course: Gamification of LearningYouTube Video Web Site: www.karlkapp.com Books Getting in touch with Karl Twitter: @kkapp Web: www.karlkapp.com Email: karlkapp.com : http://www.facebook.com/gamificationLI
  • 3. Co-Researcher • Deltcho Valtchanov – An experimental psychologist at the University of Waterloo Games Institute. His research focuses on how real and virtual environments can influence cognitive function, and how games and gamification can be used to motivate positive changes in behaviors."
  • 4. Agenda • What did we study? – Question Driving Research • How Research Was Conducted – Procedure/Methodology – Axonify Platform • Research Questions • Results • Discussion
  • 5. Acknowledgement • Research was graciously funded through a grant by:
  • 6. What are we discussing? • Results of a research study: – Submitted for peer-review – Conducted to academic standards – Not a case study • Applied Research/Field Study – Not experimental – No control group – Not exactly the same population
  • 7. Question driving research Is it possible that a casual game can be used as a “hook” to motivate a learner to engage with content that is instructional but not part of the game play.
  • 8. In other words… Does a casual game encourage learners to engage with a gamified learning platform more than asking them questions?
  • 9. Literature Review • What do we know? – Several theories support the idea of serious games positively influencing motivation (Garris et al. 2002; Ryan & Deci 2000; Ryan, Rigby, & Przybylski 2006 ). – Wouters et al (2013), found in their metanalysis of 39 game studies that serious games are not more motivating than other instructional methods used in comparison groups.
  • 10. Literature Review • What do we know? – 55% of teachers use games in the classroom on a weekly basis (“Teachers Surveyed” 2013) – 20% of corporations use games for learning (“Association for Talent Development” 2014) – Marketplace of learning games or “serious games” is predicted grow at a compound annual growth rate of 16% reaching an estimated value of $5,448 million by 2020 (“Serious game” 2015).
  • 11. Literature Review • What do we know? – 55% of teachers use games in the classroom on a weekly basis (“Teachers Surveyed” 2013) – 20% of corporations use games for learning (“Association for Talent Development” 2014) – Marketplace of learning games or “serious games” is predicted grow at a compound annual growth rate of 16% reaching an estimated value of $5,448 million by 2020 (“Serious game” 2015).
  • 12. Literature Review • What do we know? – Only a third of U.S. employees are engaged at work – 50.3% report themselves as "not engaged" at work – 16.8% reported themselves as "actively disengaged" (Adkins 2016).
  • 13. How was research conducted? • Two Groups/Conditions – Game Group – No Game Group • Length of Study – 12 month period of study • Data Collection – In place data set – Data mined from existing database • Operationally Defined – Casual Games – Learning – Engagement
  • 14. Participants • Game Group – Retail Sales Company with 1,908 employees in a that used casual games as motivation for learning • No Game Group – Retail Sales Company with 4,393 employees in a retail chain that did not use casual games to motivate learning. • Note: Unequal distribution of employees between the two major retail chains was a result of one retail chain being much larger than the other.
  • 15. Data Collection Axonify Platform • Software platform was used by multiple clients who both used casual games to engage learners and those who did not. • System collected and stored a variety of data related to learner interactions on the platform which made it possible to track and examine the data set anonymously. • Game and no-game condition identical in every way except for the one variable of game or no-game. • Funded research.
  • 16.
  • 17.
  • 18.
  • 19.
  • 20.
  • 21.
  • 22.
  • 23.
  • 24.
  • 25.
  • 26.
  • 27. Operational Definitions • Learning (Recall) – “The more one knows (remembers), the more intellectual competencies one has to draw on for thinking, problem solving and even creativity…knowledge and skills are acquired through memory” (Klemm 2007, p. 63). – “the ability to remember an idea, material or phenomenon in a form very close to that in which it was originally encountered” (After Taxonomy 1956; Seels & Glasgow 1990).
  • 28. Operational Definitions • Casual Game – “In general, casual games involve less complicated game controls and less complexity in terms of gameplay” (Loreto & Gouaïch 2010). • Low Barrier to Entry • Played in Short Increments (5-20 minutes) • Reduced Complexity • Non-punishing game play – Commercially popular casual games include Angry Birds, Bejeweled, Diner Dash, Candy Crush and Microsoft’s Solitaire.
  • 29. Research Question One • Does the opportunity to play a game impact level of employee engagement? • For the purpose of this study, level of engagement was operationally defined as: – Number of times a learner returns to the software. – Number of sessions a learner spent browsing other related parts of the platform (e.g., Report Card) and voluntarily chooses to participate in extra learning opportunities.
  • 30. Research Question Two • Does a higher level of engagement correlate with increased learning? • For the purpose of this study, level of learning was operationally defined as: – Number of correct answers provided by learners over a 12 month period. – Correct answer streak length • Remember: learning is defined as: “the ability to remember an idea, material or phenomenon in a form very close to that in which it was originally encountered”
  • 31. Null Hypothesis • There will be no difference in the level of engagement between the two groups. • Level of learning of employees allowed to play a game prior to being presented with content to be learned will not be different than the level of learning by a group of employees not allowed to play a game prior to being presenting with content to be learned.
  • 32. Research Question One: Results • Does the opportunity to play a game impact level of employee engagement? – Using a one-way ANOVA (Analysis of Variance of the Means) – Learners in the game condition logged in to do their training significantly more often (M = 108.12 per year) than those in the no-game condition (M = 71.30) p < 0.001. – Learners were significantly (51.64%) more motivated to come back and engage with the learning platform when they could play a game. Statistically highly significant is often stated as P < 0.001 (less than one in a thousand chance of being wrong).
  • 33. Research Question One: Results • Does the opportunity to play a game impact level of employee engagement? – Using a one-way ANOVA (Analysis of Variance of the Means) – Learners in the game condition logged in to do their training significantly more often (M = 108.12 per year) than those in the no-game condition (M = 71.30) p < 0.001. – Learners were significantly (51.64%) more motivated to come back and engage with the learning platform when they could play a game.
  • 34. Research Question One: Results 0 20 40 60 80 100 120 Games OFF Games ON AverageNumberofLoginsin12Months Condition p < 0.001 108.12 71.30
  • 35. Research Question One: Results • Does the opportunity to play a game impact level of employee engagement? – A one-way ANOVA revealed that learners in the games condition viewed their report card significantly more often (M = 9.88) than learners in the no-games condition (M = 2.96) p < 0.001 – The analysis also revealed that learners in the games condition volunteered to do significantly more extra training material (M = 6.28) than learners in the no-games condition (M = 3.3) p < 0.001
  • 36. Research Question Two: Results • Does a higher level of engagement correlate with increased learning? – Using a one-way ANOVA the analysis found that learners in the game condition answered significantly more questions correctly (M = 413.47) than learners in the no-game condition (M = 145.61) p < 0.001.
  • 37. Research Question Two: Results • Pearson correlation was used to determine if voluntarily engaging with the optional learning opportunities found in the report card and extra training correlated to answering more quiz questions correctly across the entire sample of learners. – A moderate significant correlation was found between interacting with the report card and the number of correct answers on quizzes, r(6301) = 0.44, p < 0.001. M – A strong significant correlation was found between engaging in optional extra training and the number of correct quiz answers, r(6301) = 0.67, p < 0.001.
  • 38. Research Question Two: Results • Pearson correlation was used to determine if voluntarily engaging with the optional learning opportunities found in the report card and extra training correlated to answering more quiz questions correctly across the entire sample of learners. – A moderate significant correlation was found between interacting with the report card and the number of correct answers on quizzes, r(6301) = 0.44, p < 0.001. M – A strong significant correlation was found between engaging in optional extra training and the number of correct quiz answers, r(6301) = 0.67, p < 0.001. Pearson's r is a measure of the linear correlation between two variables X and Y, giving a value between -1 and +1 inclusive, where +1 is total positive correlation, 0 is no correlation,
  • 39. Research Question Two: Results • A comparison of the correct answer streaks per question, which ranged from 0 to 2, for learners in the games condition to those of learners in the no-games condition using a one-way ANOVA. – Learners in the games condition had significantly better correct answer streaks (M = 1.71) than those in the no-games condition (M = 1.24), p < 0.001.
  • 40. Research Question Two: Results 0.0 0.2 0.4 0.6 0.8 1.0 1.2 1.4 1.6 1.8 2.0 Games OFF Games ON AverageCorrectAnswerStreakLengthForQuestionsAnswered Twice Condition p < 0.001
  • 41. Limitations • Two different populations – Two different sizes – Two different company cultures – Unknown efforts to engage employees with platform • One study – Further investigation is warranted • More research is required to determine if this result is reproducible and what elements contribute to the results.
  • 42. Conclusion • It appears that the opportunity to play a casual game prior to learning positively impacts the level of employee engagement. • When a learner has a high level of engagement with a gamified platform, they have a higher level of content recall (learning).
  • 43. 1 References Abdual Jabbar, I, A & Felicia, P. (2015, December) Gameplay engagement and learning in gam- based learning: A systematic review. Review of Educational Research December, 85(4), 740–779 doi: 10.3102/0034654315577210 Adkins, A. (2016, January 13). Employee engagement in U.S. stagnant in 2015. Resource document Gallup. http://www.gallup.com/poll/188144/employee-engagement-stagnant- 2015.aspx. Accessed 01 February 2016. After Taxonomy of Educational Objectives: Handbook I Cognitive Domain (1956). In B.S. Bloom (Ed.), Committee of College and University Examiners (pp. 201-207). New York: David McKay Co.. Association for Talent Development [ATD]. (2014). Playing to Win: Gamification and serious games in organizations. Cahill, L., & McGaugh, J. L. (1998). Mechanisms of emotional arousal and lasting declarative memory. Trends in neurosciences, 21(7), 294-299. Bourne, L. E., Dominowski, R. L., Loftus, E. F. & Healy, A. F. (1979) Cognitive Processes 2nd Edition. Englewood Cliffs, NJ: Prentice-Hall. Casual Games Market Report (2007). Casual Games Association Casual Game White Paper (2008). IGDA. International Game Developers Association. Current and future prospects for gamification in the education sector, (2015, July 17). Resource document Emerging Strategy. http://www.emerging-strategy.com/article/current-and-future- prospects-for-gamified-learning-in-the-education-sector/. Accessed 02 February 2016. Csikszentmihalyi, M. (1975). Play and intrinsic rewards. Journal of Humanistic Psychology, 15(3), 41-63. Dicheva, D., Dichev C., Agre G., & Angelova G. (2015). Gamification in Education: A Systematic Mapping Study. Educational Technology & Society, 18 (3), 75–88. Dickey, D. M. (2005). Engaging by design: How engagement strategies in popular computer and video games can inform instructional design. Educational Technology Research and Development, 53, 67–83. doi:10.1007/BF022504866.
  • 44. 2 Eseryel, D., Law, V., Ifenthaler, D., Ge, X., & Miller, R. (2014). An Investigation of the Interrelationships between Motivation, Engagement, and Complex Problem Solving in Game- based Learning. Educational Technology & Society, 17 (1), 42–53. Gagne, R. M. (1972). Domains of learning. Interchange, 3(1), p. 1-8. Gagne, R. M. (1977). The Conditions of Learning and Theory of Instruction 4th Edition. New York, NY: Holt, Rinehart and Winston. Gibson, J. T. (2009). Discussion approach to instruction. In C. M. Reigeluth & A. A. Carr- Chellman (Eds.), Instructional-design theories and models, Vol. III: Building a common knowledge base (pp. 99-116). New York, NY: Routledge. Gao, Y. & Mandryk, R. L, (2011) GrabApple:The design of a casual exergame. In J. Anacleto et al. (Eds.): ICEC 2011, LNCS 6972 (pp. 35–46). IFIP International Federation for Information Processing. Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & Gaming, 33, 441–467. doi:10.1177/1046878102238607. Gee, J. P. (2007). Learning and games. In K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning (pp. 21-40). Cambridge, MA: MIT Press. Gibson, J. T. (2009). Discussion approach to instruction. In C. M. Reigeluth & A. A. Carr- Chellman (Eds.), Instructional-design theories and models, Vol. III: Building a common knowledge base (pp. 99-116). New York, NY: Routledge. Gredler, M. E. (1997) Learning and Instruction: Theory into Practice 3rd Edition. Upper Saddle River, NJ: Merril, an imprint of Prentice Hall. Greenfield, P. M. (2010). Video games revisited. In R. van Eck (Ed.), Gaming and cognition: Theories and practice from the learning sciences (pp. 1-21). Hershey, PA: IGI Global. Hamann, S. (2001). Cognitive and neural mechanisms of emotional memory.Trends in cognitive sciences, 5(9), 394-400. Klemm, W. R. (2007). What good is learning if you don’t remember it? The Journal of Effective Teaching. 7(1), 61-73.
  • 45. 3 Loreto, I. D., & Gouaich, A. (2010) Social Casual Games Success is not so Casual. RR-10017, pp. 001-011. Malone, T.W. (1981) Toward a Theory of Intrinsically Motivating Instruction. Cognitive Science. 5(4): p. 333-369. Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomic model of intrinsic motivations for learning. In R. E. Snow & M. J. Farr (Eds.), Aptitude, learning, and instruction: III. Conative and affective process analysis (pp. 223-253). Hillsdale, NJ: Erlbaum. Rebetez, C. & Betrancourt, M. (2007, March). Video game research in cognitive and educational sciences. Cognitie, Creier, Comportament / Cognition, Brain, Behavior. Romanian Association for Cognitive Science. ISSN: 1224-8398. XI(1), 131-142. Seels, B. & Glasgow, Z. (1990) Exercises in instructional design. London: Merrill Publishing Company. Serious game market size to grow at 16.38% CAGR to 2020 in terms of value say global serious games research reports focusing on state of play, challenges and industry prospects. (2015, September 18). Resource document PR Newswire. http://www.prnewswire.com/news- releases/serious-game-market-size-to-grow-at-1638-cagr-to-2020-in-terms-of-value-say-global- serious-games-research-reports-focusing-on-state-of-play-challenges-and-industry-prospects- 528208111.html. Accessed 28 March 2016. Skinner, E., & Belmont, M. (1993). Motivation in the classroom: Reciprocal effects of teacher behavior and student engagement across the school year. Journal of Educational Psychology, doi:10.1037/0022-0663.85.4.571 Teachers Surveyed on Using Digital Games in Class. (2013). Resource document Games and Learning. http://www.gamesandlearning.org/2014/06/09/teachers-on-using-games-in-class/. Accessed 02 February 2016. Whitton, N. (2011). Encouraging engagement in game-based learning. International Journal of Game-Based Learning, doi:10.4018/ijgbl.2011010106 Wouters, P., van Nimwegen, C., van Oostendorp, H., & van der Spek, E. D. (2013, February 4). A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games. Journal of Educational Psychology. Advance online publication. doi: 10.1037/a0031311