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10 Things We Know about How to Design Games for Learning From Research Karl Kapp Professor, Bloomsbug University January 22, 2014 @kkapp

10 (+ 2) Things We Know about How to Design Games for Learning From Research

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Page 1: 10 (+ 2) Things We Know about How to Design Games for Learning From Research

10 Things We Know about How to Design Games for Learning From

Research

Karl KappProfessor, Bloomsbug University

January 22, 2014@kkapp

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Content torn from the pages of

The Gamification of Learning and Instruction

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Keep up with latest thoughts and findings:

www.karlkapp.com/kapp‐notes

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12. Increasing the number of competitors can decrease competitive motivation.

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Garci, S., & Tor, A. (2009) The N‐Effect: More Competitors, Less Competition> Psychological Science, Volume 20—Number 7 

Average test scores fall asthe average number of test takers at test‐taking venuesincreases.

People finished a timed quiz faster , trying to be in top 20%, if they believed they were in a pool of 10 versus a pool of 100.

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11. What percentage of adults 50 and older play 

games?

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48%

Gamers Over 50: You’re Never Too Old to Play http://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf

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70%

Laptops

40%

Mobile Device

24%

ConsoleGamers Over 50: You’re Never Too Old to Play http://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf

80 percent of gamers 

a daily basis. 

80 percent of gamers over 50 play on a weekly basis.  45 percent play on a daily basis. 

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56%

Card/Tile

52%

Puzzle/Logic Word/TriviaBoard Games

24%

Gamers Over 50: You’re Never Too Old to Play http://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf

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10. Games Can Influence People to Behave in a Pro‐

social Manner

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First Experiment indicated that playing the game Darfur is Dying resulted in a greater willingness to help the Darfurian people than reading a text conveying same information.

Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of Communications. 60, 723‐724.  Chapter 5 of “The Gamificaiton of Learning and Instruction.

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Second Experiment indicated that playing the game Darfur is Dying resulted in a greater role taking and willingness to help than either game watching or text reading.

Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of Communications. 60, 723‐724.  Chapter 5 of “The Gamificaiton of Learning and Instruction.

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Rosenberg, R.S. Baughman, S.L., Bailenson, J.N. (2013) Virtual Superheroes: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior. PLOS One., 8(1), 1‐9.

Flying around a virtual world as a superhero made subjects nicer in the real world. physical 

world

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Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior. Journal of Personality and Social Psychology.  Vol. 98 . No. 2., 211‐221.

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28% helped to pick up pencils

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33% helped to pick up pencils

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67% helped to pick up pencils

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22% intervened

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56% intervened

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9. Games Must be Embedded into the Curriculum to be Effective for Learning.

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Engagement

PedagogyGame

EducationalSimulation

Instructional games should be embedded in instructional programs that include debriefing and feedback. 

Instructional support to help learners understand how to use the game increases instructional effectiveness of the gaming experience.

Hays, R. T. (2005). The effectiveness of instructional games: A literature review anddiscussion. Naval Air Warfare Center Training Systems Division (No 2005‐004). Chapter 4 “The Gamification of Learning and Instruction.”

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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Example

Wouters, P., van Nimwegen, C., van Oostendorp, H., &  van der Sek E.D. (2013), February 4). A Meta‐Analysis of the Cognitive and Motivational Effects of Serious Games.  Journal of Educational Psychology. Advanced online publication. Doi: 10.1037/a0031311 39 Studies. 

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8. Games are more effective than traditional instruction when multiple sessions are 

involved.

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Conventional instruction  for a one‐off is better vs. one game session

Multiple game sessions better thanmultiple conventional sessions

Wouters, P., van Nimwegen, C., van Oostendorp, H., &  vam der S .. E.D. (2013), February 4). A Meta‐Analysis of the Cognitive and Motivational Effects of Serious Games.  Journal of Educational Psychology. Advanced online publication. Doi: 10.1037/a0031311 39 Studies. 

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7. Games are more effective than traditional instruction when players work in groups.

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With serious games, both learners playing individually and those playing in a group learn more than the comparison group, but learners who play serious games in a group learn more

Wouters, P., van Nimwegen, C., van Oostendorp, H., &  vam der S[el. E.D. (2013), February 4).  A Meta‐Analysis of the Cognitive and Motivational Effects of Serious Games.  Journal of Educational Psychology.  Advanced online publication. Doi: 10.1037/a0031311 39 Studies. 

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6. Instruction with seriousgames yields higher learning gains than conventional 

instruction.

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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

Wouters, P., van Nimwegen, C., van Oostendorp, H., &  vam der S[el. E.D. (2013), February 4).  A Meta‐Analysis of the Cognitive and Motivational Effects of Serious Games.  Journal of Educational Psychology.  Advanced online publication. Doi: 10.1037/a0031311 39 Studies. 

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5. Third person view in a game is better for changing a person’s behavior than first 

person.

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First Person View

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Third Person View

Carey, B. (2007) This is Your Life (and How You Tell it). The New York Times.  And Sestir, M. & Green, M. C. (2010). You are who you watch: Identification and transportation effects on temporary self‐concept. Social Influence, 5, 272‐288 and research by Libby, L.K., Shaeffer, E.M., Eibach, R.P., & Slemmer, J.A. ( 2007) Picture yourself at the polls: Visual perspective in mental imagery affects self‐perception and behavior. Psychological Science. Vol. 18: 199‐203. 

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Third Person View

Carey, B. (2007) This is Your Life (and How You Tell it). The New York Times.  And Sestir, M. & Green, M. C. (2010). You are who you watch: Identification and transportation effects on temporary self‐concept. Social Influence, 5, 272‐288 and research by Libby, L.K., Shaeffer, E.M., Eibach, R.P., & Slemmer, J.A. ( 2007) Picture yourself at the polls: Visual perspective in mental imagery affects self‐perception and behavior. Psychological Science. Vol. 18: 199‐203. 

“Seeing oneself as acting in a movie or a play is not merely fantasy or indulgence; it is fundamental to how people work out who it is they are, and may become.” Ben Casey

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5. While playing a game, learners will voluntarily do harder problems and work.

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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 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.

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4. An experience as an avatar can change a person's real life 

perceptions. 

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An experience as an avatar can change a person's real life perceptions. In a study conducted by Yee and Bailenson (2006), it was found that negative stereotyping of the elderly was significantly reduced when participants were placed in avatars of old people compared with those participants placed in avatars of young people.

Yee, N. & Bailenson, J.N. (2006). Walk A Mile in Digital Shoes: The Impact of Embodied Perspective‐Taking on TheReduction of Negative Stereotyping in Immersive Virtual Environments.. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence. August 24 – 26, Cleveland, Ohio, USA

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Who is more likely to run 24 hours later?

A. Person who watched an avatar not like them running

B. Person who watch an avatar like them running

C. Person  watching an avatar like them loitering 

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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.

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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, 21 (3), 95‐113.

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3. Simulation/games build more confidence for on the job 

application of learned knowledge than classroom instruction. 

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

20% higher confidence levels.

Simulation/games build more confidence for on the job application of learned knowledge 

than classroom instruction.

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2. Games don’t have to be considered “entertaining” to be 

instructional. 

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Do simulation/games do not have to be entertaining to be educational? 

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

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1. An instructional game will only be effective if it is designed to meet specific instructional 

objectives and was designed as it was intended. 

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Focusing on non-instructional elements will make the game “fun” but not necessarily educational. Clear instructional objectives must be met in the game. Game must be designed to meet the objectives.

Hays, R. T. (2005). The effectiveness of instructional games: A literature review anddiscussion. Naval Air Warfare Center Training Systems Division (No 2005‐004). Chapter 4 “The Gamification of Learning and Instruction.”

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1) An instructional game will only be effective if it is designed to meet specific instructional objectives and was designed as it was intended. 

2) Games don’t have to be considered “entertaining” to be instructional.3) Simulation/games build more confidence for on the job application of 

learned knowledge than classroom instruction4) An experience as an avatar can change a person's real life perceptions.5) While playing a game, learners will voluntarily do harder problems and 

work.6) Instruction with serious games yields higher learning gains than 

conventional instruction.7) Games are more effective than traditional instruction when players work 

in groups.8) Games are more effective than traditional instruction when multiple 

sessions are involved. 9) Games Must be Embedded into the Curriculum to be Effective for 

Learning. 10) Games can influence people to behave in a pro‐social manner.

Take‐Away

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Questions/More Information• Email: [email protected]• Email: [email protected]• Twitter: @kkapp• Pinterest: Gamification Happenings• Facebook: http://www.facebook.com/gamificationLI