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Page 1: Instructional Gaming

InstructionalGaming

By:Karl M. Kapp, Ed.D.Author, Professor-Instructional TechnologyBloomsburg UniversityTwitter: @kkapp

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1Agenda

How did we get to this point?Why are we here?

Are games instructional/educational?

2

3

What is gamification?

4How do games impact learning, are they effective tools for transferring knowledge?

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What topics do you primarily teach?

Text Chat Question

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Digital divisions. Report by the Pew /Internet: Pew Internet & American Life. US Department of Commerce

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13 hours of console games a

week

Digital divisions. Report by the Pew /Internet: Pew Internet & American Life. US Department of Commerce

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13 hours of console games a

week

Digital divisions. Report by the Pew /Internet: Pew Internet & American Life. US Department of Commerce

87% of 8- to 17-year olds

play video games at home.

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10,000 of Game play 13 hours

of console games a

week

Digital divisions. Report by the Pew /Internet: Pew Internet & American Life. US Department of Commerce

87% of 8- to 17-year olds

play video games at home.

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Lazy

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Lazy

RottingBrain

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Lazy

RottingBrain

Anti-Social

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LazyWasting

Time

RottingBrain

Anti-Social

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Got Game: John Beck and Mitchell Wade (2004)

ProblemSolvers

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Got Game: John Beck and Mitchell Wade (2004)

ProblemSolvers Confident

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Got Game: John Beck and Mitchell Wade (2004)

ProblemSolvers Confident

Social

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Got Game: John Beck and Mitchell Wade (2004)

ProblemSolvers Confident

SocialResilient

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Got Game: John Beck and Mitchell Wade (2004)

ProblemSolvers Confident

Multi-tasking

SocialResilient

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Got Game: John Beck and Mitchell Wade (2004)

ProblemSolvers Confident

ResilientMulti-

tasking

Social

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Almost 43% of the gamers are

female and 26% of those females

are over 18.

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Females play 5 hours a week of console games. They make up the majority of PC gamers at 63%.

Almost 43% of the gamers are

female and 26% of those females

are over 18.

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Type of Knowledge/Retention

% Higher

Declarative 11%Procedural 14%Retention 9%

Percentages of Impact

Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .Review of 65 studies

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Type of Knowledge/Retention

% Higher

Declarative 11%Procedural 14%Retention 9%

Percentages of Impact

Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .Review of 65 studies

It wasn’t the game, it was level of activity in the game. The

instructional methods.

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Which builds more confidence for on the job application of learned

knowledge?

Class room instruction.

Simulation Game.

Poll Question

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Simulation Game.

Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .

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Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .

20% higher.

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What is “Gamification”

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Using game-based mechanics, aesthetics and game thinking to engage people, motivate action,

promote learning, and solve problems.

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Questions?

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Games

1. Provide a Challenge2. Tell a Story3. Be a Strategy Guide4. Appeal to All Player

Types5. Provide Feedback6. Award Experience

Points7. Add Cooperation and

Competition

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#1 Provide a Challenge

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Reach Oregon

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Survive!

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Can this group solve the challenge? Do they know what tools to use?

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Proposal Challenge• Examine a problem

– Evidence– Research– Observation

• Proposal a solution– Written– Presentation

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Solution #2: Tell a Story

Bourne ConspiracyVideo Game

Bourne ConspiracyVideo Game

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Defense Intelligent Agency Training

Defense Intelligent Agency Training

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America’s ArmyAmerica’s Army

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Researchers have found that the human brain has a natural affinity

for narrative construction.

Yep, People tend to remember facts more accurately if they

encounter them in a story rather than in a list.

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

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Missile Command. Simple storyline: Missiles are falling and you must

save your cities.

Players can then imagine a nuclear war, aliens launching missiles, a moon base under

attack, whatever they like in the context of the simple storyline.

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www.edheads.org

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Stories provide, context, meaning and purpose

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1.Characters

Stories Need

5. Conclusion

2. Plot (something has to happen).

3. Tension

4. ResolutionCharacter encounters problem

Problem builds tension

A solution is offered

Results are presented/positive

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Have learner’s create stories.

www.thinkingworlds.com

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www.thinkingworlds.com

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www.unity3d.com

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Solution #3: Be a Strategy Guide

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Hints, Tips and Guidance

3 Levels -Vague Hint-Specific Hint-Answer

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Solution #4: Appeal to All Player Types

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Solution #5: Provide Feedback

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Immediate/Realistic Feedback

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Send User DataPresentationTest/HomeworkChange Channel

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Peer-to-Peer

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Solution #6: Award Experience Points

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Leaderboards provide opportunities for players to

receive feedback about their performance as compared to

others..

Solution #7: Add Competition and

Cooperation

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Use Small Group Exercises

Pasha, P. (2005). Corporations woo baby boomers CNNMoney,

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Let Learner’s Present Solutions

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Provide time for unstructured

chats.

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Questions?

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1Summary

How did we get to this point?Why are we here?

Are games instructional/educational?

2

3

What is gamification?

4How do games impact learning, are they effective tools for transferring knowledge?

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Tell 3 people 3 different things you

learned from this presentation!

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Google “Kapp Notes”www.kaplaneduneering.com/kappnotes

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

July 2011 T&D ArticleMatching the Right Instruction to the Right Content

September 2011 Training Quarterly ArticleImproving Training: Thinking Like a Game Developer

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Questions/More Information• http://www.kaplaneduneering.com/kappnotes/

– Recommended books– Samples and Examples– Slides

• Learning in 3D– www.learningin3d.info

• Gadgets, Games and Gizmos for Learning– www.gadgetsgamesandgizmos.com

• Email: [email protected]

Look for “The Gamification of

Learning and Instruction” this

Spring


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