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Using Gamification to 
Drive Engagement 
By Karl M. Kapp
Bloomsburg University
Gamification of Learning &Instruction 
EMAIL: kkapp@bloomu.edu
TWITTER: @kkapp
BLOG: http://karlkapp.com/kapp‐notes/
Notes
Slides
Additional Ideas
www.karlkapp.com/kapp-notes
Brief history of…

The World
We’ve learned and struggled for a few
years here figuring out how to make a
decent phone. PC guys are not going
to just figure this out.
They’re not going to just walk in.
--Palm CEO Ed Colligan, 16 Nov 2006
This is our best iPhone launch yet — more than
9 million new iPhones sold — a new record for
first weekend sales—Tim Cook, 2013.

Palm sold to HP in 2010, by 2011
Palm was done.
4

2
3
What variables do I
balance to keep my
person happy?

How should I
manage my time?
What leadership
strategy should I
use?
Not another 
online 
lecture.
Sorry, had you 
on mute, could 
you repeat the 
question.
I am going to 
need more 
coffee.
“Study of 2,300 people found only 6% of 
organizations are successful in influencing 
behavior change among employees.”
‐‐Al Switzler
“Until recently, the FDA and other regulatory 
agencies emphasized the number of hours  
required for GMP and other training. Now they 
evaluate the effectiveness of training by what is 
learned and applied, not by the number of 
hours or courses delivered.”

Ellen Leinfuss, Senior Vice President and Practice Leader of Life sciences at UL Eduneering
New
Designs are
Needed
Gamification
Gamification
Lots of Hype
Gartner Group predicts by 2015,  40 percent 
of Global 1000 organizations will use 
gamification as the primary mechanism to 
transform business operations.
Gartner Group predicts that by 2014, 80 
percent of current gamified applications 
will fail to meet business objectives, 
primarily due to poor design.
Let’s Play

Fact or Fishy…
Rules
• A statement is presented
– If “true” indicate: FactX
– If “false” indicate: FishyX

• Text Response:

Standard Texting Fees 
Apply!

Take out 
your text‐
machines
How To Vote via Texting

FACT01
FACT02
FISHY01

TIPS

1. Polleverywhere has no access to your phone number
2. Capitalization doesn’t matter, but spaces and spelling do

FACT01
Room is Divided in Half

teama

teamb
“Games” and “Gamification”
are the same thing.

Is that Fact

or Fishy?
What is this “game” stuff?
The use of 
gaming elements 
integrated into a 
training program 
aligned with 
corporate goals 
to promote 
change in 
behavior.

Gamification

The use of a 
game to teach 
knowledge, skills 
& abilities to 
learners using a 
self‐contained 
space.

A realistic, 
controlled‐risk 
environment 
where learners 
practice specific 
behaviors & 
experience 
impacts of their 
decisions.

Game‐based 
Learning

Simulation 
Learning
Gamification is to 
Learning as a 

Piece is to 
a Puzzle
Gamification is to 
Learning as a 

Steering Wheel 
is to a Car
Gamification is to 
Learning as a 

Slice is to Pie
Gamification uses elements of games, 
but is not a game in‐and‐of itself. 

Source: Ambient Insight 2012
What is this “game” stuff?

Gamification + Simulation = Learning Game
Gamification
Elements that
Aid Engagement

1. Story
2. Challenge
3. Mystery
4. Characters/Avatar
5. Challenge
6. Levels
7. Feedback
8. Replayability
9. Freedom to Fail
10.Asethetics
11.Time
12.Rewards
Gamification
Elements that
Aid Learning

1. Story
2. Challenge
3. Mystery
4. Characters/Avatar
5. Challenge
6. Levels
7. Feedback
8. Replayability
9. Freedom to Fail
10.Asethetics
11.Time
12.Rewards

NOT Enough Time 
Elements of
Games
1. Reward Structures
2. Uncertainty
3. Adaptability
4. Spaced Practice
5. Retrieval Practice
Adding points, badges and
leaderboard to any training
makes it awesome!
Is that Fact

or Fishy?
Fishy… if it was that easy…this would be the most engaging 
game in the world.
20% increase in profile completion.
Primarily use expected achievements so players can 
establish goals for themselves and understand the 
purpose and progression of interactions. 

Kapp, K. M. (2012) The Gamification of Learning and Instruction. New York: Pfeiffer. Chapter Ten. Pages 219-238.
Use coins, points and rewards to provide feedback on 
performance, updates on progress and level of 
correctness. 

Kapp, K. M. (2012) The Gamification of Learning and Instruction. New York: Pfeiffer. Chapter Ten. Pages 219-238.
The value, or size, of an anticipated reward influences 
the motivational signal sent to the brain only within 
the contexts of the reward system.

Howard-Jones, P. A., & Demetriou, S. (2009) Uncertainty and engagement with learning games. Instructional
Science. 37:519–536 DOI 10.1007/s11251-008-9073-6
Give players an opportunity to go over their earned 
achievements using some kind of visual stored list.

Kapp, K. M. (2012) The Gamification of Learning and Instruction. New York: Pfeiffer. Chapter Ten. Pages 219-238.
What can you do?

Use points, rewards and badges to
convey meaning, achievement and
progress.
Risk taking and uncertainty
is good for learning?

Is that Fact

or Fishy?
Gaming uncertainty can transform the emotional 
experience of learning. This may improve engagement 
and improve encoding and later recall.

Howard-Jones, P. A., & Demetriou, S. (2009) Uncertainty and engagement with learning games. Instructional
Science. 37:519–536 DOI 10.1007/s11251-008-9073-6
Experimental results reveal that uncertainty enhances 
learning and is positively associated with motivation. 

As motivation increases, participants tend to spend more time 
answering questions and have higher accuracy.

Ozcelik, E., Cagiltay, N. E., & Ozcelik, N. S., (2013)The effect of uncertainty on learning in game-like environments.
Computers & Education 67. 12–20
Uncertainty in a learning game can enhance players’ 
experience in several ways, including changes in brain 
chemistry and activity.

Robinson, S. (2012) Taking a chance: Introducing uncertainty into learning games. Proceedings of the
Academy of Educational Leadership, Volume 17, Number 2, 2012
What can you do?

Allow chance, risk-taking and
uncertainty into gamification efforts.
50% appears to be an optimal number.
We are five years away
from truly adaptive
learning?
Is that Fact

or Fishy?
FISHY
“What is the first step you
would take to solve this
problem?”

2(3X-1)=1
Level of
Learner

Level of
Knowledge

Anticipated
Response

Example
Problem
2(3X-1)=1

Skill

Novice
Learner

Basic

Incorrect
Answer
I don’t know

No answer, no
idea how to
work problem.

None at this point.

Intermediate
Learner

Intermediate Writing down
the steps
required to
obtain the
answer.

Expanding values in
brackets, work
through the
equation. Learner
may start at any
level of the steps.

Expert

Advanced

2*3X-2*1=1
6X-2=1
6X-2=1
6X=3
6X/3=3/3
2X=1
X=1/2
X=.5
6X=3 or X=.5

States the
answer. No
need to write
down steps.

Multiplying both
sides of the equation
by the same number
while incorporating
basic and advanced
skills.
CONTENT

LEARNING
NEEDS

Concepts
A

Identified Areas of
Deficiency/

B
C
D

A
Assessment

Procedural
Content
1
2
3
4

1
C
3

Delivery
Give learner choices into the
content.
What can you do?

Create choices for the learner when
starting a learning module. Pre-test
learners for content knowledge.
Cramming content is a good
way to learn?

Is that Fact

or Fishy?
Spaced Retrieval 
Content

Content

Content

Spaced Retrieval helps learners retain access to memorized 
information over long periods of time because the spacing 
promotes deeper processing of the learned material. 

Carpenter SK, DeLosh EL. Application of the testing and spacing effects to name learning. Applied Cognitive
Psychology 19: 619–636, 2005. And Cull W. Untangling the benefits of multiple study opportunities and repeated
testing for cued recall. Applied Cognitive Psychology 14: 215–235, 2000.
Spaced Retrieval 

Content

Content

Content

Ideally, time between learning events is greater than 24 hours.

Carpenter SK, DeLosh EL. Application of the testing and spacing effects to name learning. Applied Cognitive
Psychology 19: 619–636, 2005. And Cull W. Untangling the benefits of multiple study opportunities and repeated
testing for cued recall. Applied Cognitive Psychology 14: 215–235, 2000.
Avoids 2 inherent problems with mass practice 
‐Learner fatigue 
‐Likelihood of interference with preceding & succeeding  
learning
What can you do?

Space learning out over time, 24
hours in the optimal spacing.
Testing yourself is a better
way to learn than re-reading
or re-listening to material?
Is that Fact

or Fishy?
Retrieval Practice alone 
can provide improved 
recall performance by as 
much as 10‐20%.

Dobson, J. L. (2013)    Retrieval practice is an efficient method of enhancing the retention of anatomy and physiology information Advances 
in Physiology Education  37: 184–191, 2013; doi:10.1152/advan.00174.2012
What can you do?

Force learners to recall content to
enhance learning. In other words,
use testing to reinforce learning.
Combining Spaced Retrieval & Retrieval Practice

One study revealed retention 
benefits of between 35% and 61% 
with average of 41%.
Subject matter was Anatomy 
and Physiology
Dobson, J. L. (2013)    Retrieval practice is an efficient method of enhancing the retention of anatomy and physiology information Advances 
in Physiology Education  37: 184–191, 2013; doi:10.1152/advan.00174.2012
A study using a randomized control group conducted a 
trial between Aug 10, 2009, and Nov 30, 2012, at ten 
sites in southeast India with over 500 subjects.

Working Indian men (aged 35—55 years) with impaired 
glucose tolerance were randomly assigned to either a 
mobile phone messaging intervention or standard care. 

Ramachandran, A.  et. al. Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle modification in men in 
India: a prospective, parallel‐group, randomised controlled trial The Lancet Diabetes & Endocrinology, Early Online Publication, 11 
September 2013 doi:10.1016/S2213‐8587(13)70067‐6
“Use stairs instead of 
an Elevator”

“Avoid snacks while watching 
TV;  you may overeat. “
Ramachandran, A., et. al.., Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle modification in men in 
India: a prospective, parallel‐group, randomised controlled trial The Lancet Diabetes & Endocrinology, Early Online Publication, 11 
September 2013 doi:10.1016/S2213‐8587(13)70067‐6
Lowered risk of developing 
Type 2 diabetes by 36%.

Ramachandran, A., et. al.., Effectiveness of mobile phone messaging in prevention of type 2 diabetes by lifestyle modification in men in 
India: a prospective, parallel‐group, randomised controlled trial The Lancet Diabetes & Endocrinology, Early Online Publication, 11 
September 2013 doi:10.1016/S2213‐8587(13)70067‐6
What can you do?

Use continual reminders to help
drive behavior change and pullthrough.
Putting it All Together
ExactTarget is a global marketing organization focused 
on digital marketing tools – email, mobile, and web 
and was recently purchased by Salesforce.com. 
ExactTarget is a leading cloud marketing platform 
used by more than 6,000 companies including Coca‐
Cola, Gap and Nike.
Introducing a new product, MobileConnect and 
wanted to bring the sales force up‐to‐speed on the 
features and functionality of the product.
VENDOR
http://www.theknowledgeguru.com/
Player Results
“I can’t tell you how many people are coming to me wanting another 
game solution.” 
“The repetition of the different paths helped me retain the information.”
“I’m a pretty competitive person so challenging myself to get one of the 
top scores added a layer of fun to learning about the MobileConnect 
product.”
“The game was a fun way to learn about MobileConnect. I enjoyed the 
scenario‐type questions, which put it all into context.”
Business Results
Average contract value 2x higher than for previous mobile product.
First call resolution ($35 a call/average) is up 45%.
Of all the launches done in the previous two years prior to 
MobileConnect, the sales team built the quickest pipeline for this 
product.
Business Results
Average contract value 2x higher than for previous mobile product.
First call resolution ($35 a call/average) is up 45%.
Of all the launches done in the previous two years prior to 
MobileConnect, the sales team built the quickest pipeline for this 
product.
Larsen DP, Butler AC, Roediger HL 3rd. Repeated testing improves long‐term retention relative to repeated study: a randomized  controlled 
trial. Med Educ 43: 1174–1181, 2009.
Dobson, J. L. (2013) Retrieval practice is an efficient method of enhancing the retention of anatomy and physiology information Advances 
in Physiology Education  37: 184–191, 2013; doi:10.1152/advan.00174.2012.
Agenda
• Five Bottom Line Case Studies
– Retail
– Marketing Product
– On Boarding

• Quick Engagement Case Studies
• Lessons Learned
Pep Boys has over 700 stores in 35 states and 
Puerto Rico; those stores have more than 7,000 
service bays. Does over $2 billion dollars of 
business a year by focusing on meeting the needs 
of the do‐it‐yourself crowd as well as people who 
come in for routine and emergency services and 
sales to professional garages. 
Pep Boys wanted to solve two problems—Reduce 
Inventory Shrinkage and Reduce Safety Incidences. 
VENDOR
http://www.axonify.com/
Associates received daily reinforcement of 
the monthly safety and loss prevention 
training.

In a quiz‐type game, associates answer 
quick, targeted questions related to risk, 
loss prevention, safety, and operational 
policies and procedures—standard 
questions in these areas. 
If they answered correctly, they played a slot‐
machine game titled “Quiz to Win” for a chance to 
win cash prizes

If answered incorrectly, the system immediately 
presented a short training piece designed to 
specifically address the topic covered in the 
initial question. Questions repeated at various 
intervals until the associate demonstrated 
mastery of the topic. 
The entire process takes 30‐90 seconds each 
day and associates do it either at the beginning 
of a shift or during downtime throughout the 
day.
A Competitive, Social Learning Experience
Results
Bottom‐Line Results at Pep Boys
LOSS PREVENTION

HEALTH & SAFETY
References
• The Gamification of Retail Safety and Loss 
Prevention Training
– http://www.learningsolutionsmag.com/articles/1206/the‐
gamification‐of‐retail‐safety‐and‐loss‐prevention‐training
Takeaways
1) Use points, rewards and badges to convey meaning, achievement
and progress
2) Allow chance, risk-taking and uncertainty into gamification efforts.
50% appears to be an optimal number.
3) Create choices for the learner when starting a learning module.
Pre-test learners for content knowledge.
4) Space learning out over time, 24 hours in the optimal spacing.
5) Force learners to recall content to enhance learning. In other
words, use testing to reinforce learning.
6) Combine retrieval practice and spaced retrieval for optimal results.
7) Use continual reminders to help drive behavior change and pullthrough.
Copy of Slides and Notes available at
www.karlkapp.com

Contact Karl at:
karlkapp@gmail.com

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