What Research Tells us About
Games, Gamification and Learning




                  By Karl M. Kapp
                  Bloomsburg University
                  July 24, 2012


                  Twitter:@kkapp
Agenda

          1                                   2
                               How do you apply game-based strategies
What does research say about   to the presentation of learning content?
games and game elements for
learning?




         3                                       4
                                      What are tips for creating
What are some principles for          e-learning games and simulations
adding serious games                  to change behavior?
to learning curriculums?
Google “Kapp Notes”




                      2012 New Book:
        “The Gamification of Learning and Instruction”

       September 2011 Training Quarterly Article
  Improving Training: Thinking Like a Game Developer


                 July 2012 T&D Article
Games, Gamification and the Quest for Interactive Learning
Based on the Book.
Let’s Play
Fact or Fishy…
Games and result in…

Learner spending more time
on task than traditional
instruction.


 Is that Fact    or Fishy?
A math facts game deployed on a handled computer
        encouraged learners to complete greater number of
           problems at an increased level of difficulty.




             Learners playing the handheld game completed
            nearly 3 times the number of problems in 19 days
             and voluntarily increased the level of difficulty.



Lee, J., Luchini, K., Michael, B., Norris, C., & Soloway, E. (2004). More than just fun and
Lee, J., Luchini, K., Michael, B., Norris, C., & Soloway, E. (2004). More than just fun and
games: Assessing the value of educational video games in the classroom. Paper presented
games: Assessing the value of educational video games in the classroom. Paper presented
at the CHI '04 Extended Abstracts on Human Factors in Computing Systems, Vienna,
at the CHI '04 Extended Abstracts on Human Factors in Computing Systems, Vienna,
Austria.
Austria.
When learning Declarative
Knowledge…

Using a game/simulation
participants learned 11%
more than using traditional
instruction.
 Is that Fact     or Fishy?
Fact
                          Type of    % Higher
                          Knowledge
                          /Retention
                          Declarative                                     11%
                          Procedural                                      14%
                          Retention                                        9%
Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based
simulation games. Personnel Psychology .Review of 65 studies
Percentages of Impact
                  Type of
      It wasn’t the game, it was                                 % Higher
    level of activity in the game.
                           Knowledge
                           /Retention
                           Declarative        11%
                                           In other words, the
                           Procedural engagement of the learner in
                                              14%
                                       the game leads to learning.
                           Retention           9%
Sitzmann, T. (2011) A meta-analytic examination of the instructional
effectiveness of computer-based simulation games. Personnel
Psychology .Review of 65 studies
Use game-based mechanics,
aesthetics and game thinking to
engage people, motivate action,
  promote learning, and solve
           problems.




  Gamification
Games/Simulations must be
fun to be Educational.



 Is that Fact   or Fishy?
Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of
computer-based simulation games. Personnel Psychology .
Simulation/games build more
confidence for on the job application of
  learned knowledge than classroom
              instruction.




    Sitzmann, T. (2011) A meta-analytic examination of the instructional
    effectiveness of computer-based simulation games. Personnel
20% higher
                                                                              confidence
                                      Fact                                      levels.




Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of
computer-based simulation games. Personnel Psychology .
An on-screen character is
distracting to the learner and
does not facilitate learning
as well as simple text.
 Is that Fact   or Fishy?
On transfer tests involving different word problems, the
            group who had a character generated 30% more
            correct answers than the group with on-screen text.




           Animated pedagogical agents (characters) can
           be aids to learning. A “realistic” character did
           not facilitate learning any better than a
           “cartoon-like” character.

Clark, R., Mayer, R. (2011) E-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of
Multimedia Learning. New York: Pfeiffer. Pg. 194.
Who is more likely to run 24 hours later?

A.Person who watched an avatar that did
not look like them running
B.Person who watched an avatar that
looked like them running
C.Person watching an avatar that looked
like them loitering /hanging out
Within 24 hours of watching an avatar
                                        like themselves run, learners were more
                                        likely to run than watching an avatar not
                                       like them or watching an avatar like them
                                                         loitering .




Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology,
21 (3), 95-113.
If learners watch an avatar that
                                              looks like them exercising & losing
                                                 weight, they will subsequently
                                               exercise more in the real world as
                                                  compared to a control group.




Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology, 2
(3), 95-113.
Avatar as Teacher




          Research indicates that learners perceive,
          interact socially with and are influenced by
        anthropomorphic agents (avatars) even when
        their functionality and adaptability are limited.



Baylor, A. 2009 Promoting motivation with virtual agents and avatars: R ole of visual presence and appearance.
Philosophical Transactions of the Royal B Society. 364, 3559–3565
Two avatars are better
                 than one?




Motivator




                             Mentor




 Expert     Fact or Fishy?
Yes, two avatars are
         better than one.


                                                         Fact             Motivator




                     Mentor


Baylor, A. L. & Kim, Y. (2005). Simulating instructional roles through
pedagogical agents. International Journal of Artificial Intelligence in
Education, 15(1), 95-115.                                                  Expert
Learners remember facts better…

When presented as bulleted
list rather than presented as
a story.

Is that Fact    or Fishy?
Yep, People tend to remember
                                                      Yep, People tend to remember
  Researchers have found that the
  Researchers have found that the                      facts more accurately if they
                                                       facts more accurately if they
  human brain has a natural affinity
  human brain has a natural affinity                 encounter them in a story rather
                                                     encounter them in a story rather
     for narrative construction.
     for narrative construction.                              than in a list.
                                                               than in a list.




                    And they rate legal arguments as
                     more convincing when built into
                      narrative tales rather than on
                             legal precedent.




Carey, B. (2007) this is Your Life (and How You Tell it). The New York Times.
Carey, B. (2007) this is Your Life (and How You Tell it). The New York Times.
Melanie Green http://www.unc.edu/~mcgreen/research.html
Melanie Green http://www.unc.edu/~mcgreen/research.html
NikePlus Stats for Karl
Story Elements
  1. Characters

2. Plot (something has to happen).
  3. Ten s ion

   4. Resolution
                                                             te rs pr ob le m
                                     C ha ra ct er en co u n
                                                             n si on
  5. Conclusion                      Pr ob le m bu il ds te
                                                              re d
                                     A so lu ti on is of fe
                                                               te d /p os it iv e
                                     R es u lt s ar e pr es en
One way to engage learners is to…

Present them with a difficult
challenge.


 Is that Fact    or Fishy?
Fact.
                 Provide a challenge

Jones, B., Valdez, G., Norakowski, J., & Rasmussen, C. (1994). Designing learning and technology for educational
 Jones, B., Valdez, G., Norakowski, J., & Rasmussen, C. (1994). Designing learning and technology for educational
reform. North Central Regional Educational Laboratory. [Online]. Available:
 reform. North Central Regional Educational Laboratory. [Online]. Available:
http://www.ncrtec.org/capacity/profile/profwww.htm and Schlechty, P. C. (1997). Inventing better schools: An action
 http://www.ncrtec.org/capacity/profile/profwww.htm and Schlechty, P. C. (1997). Inventing better schools: An action
plan for educational reform. San Francisco, CA: Jossey-Bass
 plan for educational reform. San Francisco, CA: Jossey-Bass
Re-design the Instruction
to Start with a Challenge
Investigatory Training
• Course Objectives
  – Identify the Forms Required for an
    Investigation
  – Practice Interview Techniques
  – Understand and Follow the Investigation
    Model
It is your first day on the job as an investigator and
Jane, an employee in Accounting, just accused her
boss of embezzling $10,000.

What is the first thing you should do?
Coins, points and rewards
are extrinsic motivators and
should be avoided at all
costs.

Is that Fact   or Fishy?
Use coins, points and rewards to provide
feedback on performance, updates on progress
          and level of correctness.
The value, or size, of an anticipated reward
 influences the motivational signal sent to
  the brain only within the contexts of the
              reward system.
Games can influence
people to behave in a pro-
social manner.


Is that Fact   or Fishy?
Fact


Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial
Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial
behavior. Journal of Personality and Social Psychology. Vol. 98 .. No. 2., 211-
behavior. Journal of Personality and Social Psychology. Vol. 98 No. 2., 211-
221.
221.
28% helped
 to pick up
   pencils
33% helped
 to pick up
   pencils
67% helped
 to pick up
   pencils
22%
intervened
56%
intervened
Different content requires
different game designs.



Is that Fact   or Fishy?
Fact
Declarative
Knowledge
 Games




                     Matching
                 Multiple Choice
              Organization-Drag/Drop
Conceptual
       Knowledge
        Games




      Examples
   Non-Examples
Results of Conceptual
   Understanding
Problem
 Solving
Knowledge
 Games



            Branching
            Simulation
Problem
 Solving
Knowledge
 Games



             Virtual 3D
            Environments
Take-Away
1) Interactivity of games leads to higher knowledge retention for
1) Interactivity of games leads to higher knowledge retention for
    declarative and procedural knowledge.
    declarative and procedural knowledge.
2) Games/Simulations do not need to be fun to be educational.
2) Games/Simulations do not need to be fun to be educational.
3) On screen characters can enhance e-learning.
3) On screen characters can enhance e-learning.
4) Two on screen characters (mentor and expert) are better then
4) Two on screen characters (mentor and expert) are better then
    one.
    one.
5) Onscreen avatars can influence off-screen behavior.
5) Onscreen avatars can influence off-screen behavior.
6) Use stories rather than bulleted lists to present facts.
6) Use stories rather than bulleted lists to present facts.
7) Present learners with a difficult challenge to engage and motivate
7) Present learners with a difficult challenge to engage and motivate
    them.
    them.
8) Use points, rewards and badges to provide feedback on
8) Use points, rewards and badges to provide feedback on
    performance or progress.
    performance or progress.
9) Games can influence people to behave in a pro-social manner.
9) Games can influence people to behave in a pro-social manner.
10) Use different game designs for different types of learning.
10) Use different game designs for different types of learning.
Questions
   ?          Available at
             Amazon.com




            Twitter:@kkapp
            kkapp@bloomu.edu

ASTD Gamification Webinar Slides

  • 1.
    What Research Tellsus About Games, Gamification and Learning By Karl M. Kapp Bloomsburg University July 24, 2012 Twitter:@kkapp
  • 2.
    Agenda 1 2 How do you apply game-based strategies What does research say about to the presentation of learning content? games and game elements for learning? 3 4 What are tips for creating What are some principles for e-learning games and simulations adding serious games to change behavior? to learning curriculums?
  • 3.
    Google “Kapp Notes” 2012 New Book: “The Gamification of Learning and Instruction” September 2011 Training Quarterly Article Improving Training: Thinking Like a Game Developer July 2012 T&D Article Games, Gamification and the Quest for Interactive Learning
  • 4.
  • 5.
  • 6.
    Games and resultin… Learner spending more time on task than traditional instruction. Is that Fact or Fishy?
  • 8.
    A math factsgame deployed on a handled computer encouraged learners to complete greater number of problems at an increased level of difficulty. Learners playing the handheld game completed nearly 3 times the number of problems in 19 days and voluntarily increased the level of difficulty. Lee, J., Luchini, K., Michael, B., Norris, C., & Soloway, E. (2004). More than just fun and Lee, J., Luchini, K., Michael, B., Norris, C., & Soloway, E. (2004). More than just fun and games: Assessing the value of educational video games in the classroom. Paper presented games: Assessing the value of educational video games in the classroom. Paper presented at the CHI '04 Extended Abstracts on Human Factors in Computing Systems, Vienna, at the CHI '04 Extended Abstracts on Human Factors in Computing Systems, Vienna, Austria. Austria.
  • 9.
    When learning Declarative Knowledge… Usinga game/simulation participants learned 11% more than using traditional instruction. Is that Fact or Fishy?
  • 10.
    Fact Type of % Higher Knowledge /Retention Declarative 11% Procedural 14% Retention 9% Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .Review of 65 studies
  • 11.
    Percentages of Impact Type of It wasn’t the game, it was % Higher level of activity in the game. Knowledge /Retention Declarative 11% In other words, the Procedural engagement of the learner in 14% the game leads to learning. Retention 9% Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .Review of 65 studies
  • 12.
    Use game-based mechanics, aestheticsand game thinking to engage people, motivate action, promote learning, and solve problems. Gamification
  • 15.
    Games/Simulations must be funto be Educational. Is that Fact or Fishy?
  • 16.
    Sitzmann, T. (2011)A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .
  • 17.
    Simulation/games build more confidencefor on the job application of learned knowledge than classroom instruction. Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel
  • 18.
    20% higher confidence Fact levels. Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .
  • 19.
    An on-screen characteris distracting to the learner and does not facilitate learning as well as simple text. Is that Fact or Fishy?
  • 20.
    On transfer testsinvolving different word problems, the group who had a character generated 30% more correct answers than the group with on-screen text. Animated pedagogical agents (characters) can be aids to learning. A “realistic” character did not facilitate learning any better than a “cartoon-like” character. Clark, R., Mayer, R. (2011) E-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning. New York: Pfeiffer. Pg. 194.
  • 21.
    Who is morelikely to run 24 hours later? A.Person who watched an avatar that did not look like them running B.Person who watched an avatar that looked like them running C.Person watching an avatar that looked like them loitering /hanging out
  • 22.
    Within 24 hoursof watching an avatar like themselves run, learners were more likely to run than watching an avatar not like them or watching an avatar like them loitering . Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology, 21 (3), 95-113.
  • 23.
    If learners watchan avatar that looks like them exercising & losing weight, they will subsequently exercise more in the real world as compared to a control group. Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology, 2 (3), 95-113.
  • 24.
    Avatar as Teacher Research indicates that learners perceive, interact socially with and are influenced by anthropomorphic agents (avatars) even when their functionality and adaptability are limited. Baylor, A. 2009 Promoting motivation with virtual agents and avatars: R ole of visual presence and appearance. Philosophical Transactions of the Royal B Society. 364, 3559–3565
  • 25.
    Two avatars arebetter than one? Motivator Mentor Expert Fact or Fishy?
  • 26.
    Yes, two avatarsare better than one. Fact Motivator Mentor Baylor, A. L. & Kim, Y. (2005). Simulating instructional roles through pedagogical agents. International Journal of Artificial Intelligence in Education, 15(1), 95-115. Expert
  • 27.
    Learners remember factsbetter… When presented as bulleted list rather than presented as a story. Is that Fact or Fishy?
  • 29.
    Yep, People tendto remember Yep, People tend to remember Researchers have found that the Researchers have found that the facts more accurately if they facts more accurately if they human brain has a natural affinity human brain has a natural affinity encounter them in a story rather encounter them in a story rather for narrative construction. for narrative construction. than in a list. than in a list. And they rate legal arguments as more convincing when built into narrative tales rather than on legal precedent. Carey, B. (2007) this is Your Life (and How You Tell it). The New York Times. Carey, B. (2007) this is Your Life (and How You Tell it). The New York Times. Melanie Green http://www.unc.edu/~mcgreen/research.html Melanie Green http://www.unc.edu/~mcgreen/research.html
  • 30.
  • 32.
    Story Elements 1. Characters 2. Plot (something has to happen). 3. Ten s ion 4. Resolution te rs pr ob le m C ha ra ct er en co u n n si on 5. Conclusion Pr ob le m bu il ds te re d A so lu ti on is of fe te d /p os it iv e R es u lt s ar e pr es en
  • 33.
    One way toengage learners is to… Present them with a difficult challenge. Is that Fact or Fishy?
  • 34.
    Fact. Provide a challenge Jones, B., Valdez, G., Norakowski, J., & Rasmussen, C. (1994). Designing learning and technology for educational Jones, B., Valdez, G., Norakowski, J., & Rasmussen, C. (1994). Designing learning and technology for educational reform. North Central Regional Educational Laboratory. [Online]. Available: reform. North Central Regional Educational Laboratory. [Online]. Available: http://www.ncrtec.org/capacity/profile/profwww.htm and Schlechty, P. C. (1997). Inventing better schools: An action http://www.ncrtec.org/capacity/profile/profwww.htm and Schlechty, P. C. (1997). Inventing better schools: An action plan for educational reform. San Francisco, CA: Jossey-Bass plan for educational reform. San Francisco, CA: Jossey-Bass
  • 35.
    Re-design the Instruction toStart with a Challenge
  • 36.
    Investigatory Training • CourseObjectives – Identify the Forms Required for an Investigation – Practice Interview Techniques – Understand and Follow the Investigation Model
  • 37.
    It is yourfirst day on the job as an investigator and Jane, an employee in Accounting, just accused her boss of embezzling $10,000. What is the first thing you should do?
  • 38.
    Coins, points andrewards are extrinsic motivators and should be avoided at all costs. Is that Fact or Fishy?
  • 40.
    Use coins, pointsand rewards to provide feedback on performance, updates on progress and level of correctness.
  • 41.
    The value, orsize, of an anticipated reward influences the motivational signal sent to the brain only within the contexts of the reward system.
  • 43.
    Games can influence peopleto behave in a pro- social manner. Is that Fact or Fishy?
  • 44.
    Fact Greitemeyer, T. &Osswald, S. (2010) Effective of Prosocial games on prosocial Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior. Journal of Personality and Social Psychology. Vol. 98 .. No. 2., 211- behavior. Journal of Personality and Social Psychology. Vol. 98 No. 2., 211- 221. 221.
  • 45.
    28% helped topick up pencils
  • 46.
    33% helped topick up pencils
  • 47.
    67% helped topick up pencils
  • 49.
  • 50.
  • 51.
    Different content requires differentgame designs. Is that Fact or Fishy?
  • 52.
  • 53.
    Declarative Knowledge Games Matching Multiple Choice Organization-Drag/Drop
  • 54.
    Conceptual Knowledge Games Examples Non-Examples Results of Conceptual Understanding
  • 55.
  • 56.
    Problem Solving Knowledge Games Virtual 3D Environments
  • 57.
    Take-Away 1) Interactivity ofgames leads to higher knowledge retention for 1) Interactivity of games leads to higher knowledge retention for declarative and procedural knowledge. declarative and procedural knowledge. 2) Games/Simulations do not need to be fun to be educational. 2) Games/Simulations do not need to be fun to be educational. 3) On screen characters can enhance e-learning. 3) On screen characters can enhance e-learning. 4) Two on screen characters (mentor and expert) are better then 4) Two on screen characters (mentor and expert) are better then one. one. 5) Onscreen avatars can influence off-screen behavior. 5) Onscreen avatars can influence off-screen behavior. 6) Use stories rather than bulleted lists to present facts. 6) Use stories rather than bulleted lists to present facts. 7) Present learners with a difficult challenge to engage and motivate 7) Present learners with a difficult challenge to engage and motivate them. them. 8) Use points, rewards and badges to provide feedback on 8) Use points, rewards and badges to provide feedback on performance or progress. performance or progress. 9) Games can influence people to behave in a pro-social manner. 9) Games can influence people to behave in a pro-social manner. 10) Use different game designs for different types of learning. 10) Use different game designs for different types of learning.
  • 58.
    Questions ? Available at Amazon.com Twitter:@kkapp [email protected]

Editor's Notes

  • #9 Lee, Luchini, Michael, Norris, and Soloway (2004) found that a math facts game for second graders deployed on handheld computers encouraged learners to complete a greater number of problems at an increased degree of difficulty. Learners playing the handheld game completed nearly three times the number of problems in 19 days as those using paper worksheets. Learners using the handheld game also voluntarily increased the level of difficulty in the game as they continued to play. Lee, J., Luchini, K., Michael, B., Norris, C., & Soloway, E. (2004). More than just fun and games: Assessing the value of educational video games in the classroom. Paper presented at the CHI '04 Extended Abstracts on Human Factors in Computing Systems, Vienna, Austria.
  • #16 Clark, R., Mayer, R. (2011) E-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning. New York: Pfeiffer. Pg. 84-86.
  • #20 Clark, R., Mayer, R. (2011) E-Learning and the Science of Instruction: Proven Guidelines for Consumers and Designers of Multimedia Learning. New York: Pfeiffer. Pg.194
  • #35 One element of engaged learning is challenging tasks. Jones, B., Valdez, G., Norakowski, J., & Rasmussen, C. (1994). Designing learning and technology for educational reform. North Central Regional Educational Laboratory. [Online]. Available: http://www.ncrtec.org/capacity/profile/profwww.htm and Schlechty, P. C. (1997). Inventing better schools: An action plan for educational reform. San Francisco, CA: Jossey-Bass .
  • #45 Cognitive, Behavioral, Affective