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Karl Kapp Professor, Bloomburg University Author: Gamification of Learning and Instruction Follow on Twitter: @kkapp Gamification by the Numbers

Enterprise Gamification by the Numbers

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Page 1: Enterprise Gamification by the Numbers

Karl Kapp Professor, Bloomburg University

Author: Gamification of Learning and Instruction Follow on Twitter: @kkapp

Gamification by the Numbers

Page 2: Enterprise Gamification by the Numbers

Housekeeping

The event is being

recorded

Use the Q&A window

The Polling function

Follow on Twitter: #GamifiedLearning @kkapp | @Axonify

Page 3: Enterprise Gamification by the Numbers

Introducing: Karl Kapp

• Professor of Instructional Technology and the Director of the Institute for Interactive Technologies – Bloomsburg University

• The Gamification of Learning – Lynda.com

• Author: The Gamification of Learning and Instruction

• Contributor: Learning Solutions Magazine, ATD, Chief Learning Officer

Page 4: Enterprise Gamification by the Numbers

Related Resources

Books YouTube Video www.karlkapp.com

Lynda.com Course Gamification of

Learning

Gamification Workbook

Separating Fact From Fiction – CLO

Magazine

Page 5: Enterprise Gamification by the Numbers

Gamification by the Numbers

Review •  6 pieces of demographic information •  3 meta-analysis research studies •  1 case study •  2 original research studies

Page 6: Enterprise Gamification by the Numbers

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

By 2020, learning or “serious” games is predicted to reach

$5.5Billion (CAGR = 16%)

- Serious Game 2015

FACT: Gamification is something you need to pay attention to.

Page 7: Enterprise Gamification by the Numbers

Poll Question #1

What percentage of adults over 50 play video games?

28% 38% 48% 68%

Page 8: Enterprise Gamification by the Numbers

Poll Question #1

What percentage of adults over 50 play video games?

28% 38% 48% 68%

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

Page 9: Enterprise Gamification by the Numbers

80% of gamers over 50 play on a weekly basis.

70%

40% 24%

Laptop Mobile Device Console

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

Page 10: Enterprise Gamification by the Numbers

80% of gamers over 50 play on a weekly basis.

70%

40% 24%

Laptop Mobile Device Console

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

45% play daily.

Page 11: Enterprise Gamification by the Numbers

Games they play

56% 52% 24%

Card/Tile Puzzle/Logic Word/Trivia Board Games

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

Page 12: Enterprise Gamification by the Numbers

Poll Question #2

What percentage of Americans play video games for 3 hours or more a week?

12% 42% 62% 82%

Page 13: Enterprise Gamification by the Numbers

Poll Question #2

What percentage of Americans play video games for 3 hours or more a week?

12% 42% 62% 82%

The  2015  Essen?al  Facts  About  the  Computer  and  Video  Game  Industry  was  released  by  the  Entertainment  SoHware  Associa?on  (ESA)  in  April  2015.  The  annual  research  was  conducted  by  Ipsos  MediaCT  for  ESA.  Data  was  gathered  from  more  than  4,000  American  households.    

Page 14: Enterprise Gamification by the Numbers

Translates into 155 million Americans

Page 15: Enterprise Gamification by the Numbers

44% of gamers are female.

43 average age of frequent female game player.

Women age 18 or older represent a significantly greater portion of the game-playing population (33%) than boys, age 18 or younger (15%).

Women and Game Play

Page 16: Enterprise Gamification by the Numbers

Poll Question #3

How much more effective are games for learning than lectures?

7% 17% 27% 37%

Page 17: Enterprise Gamification by the Numbers

Poll Question #3

How much more effective are games for learning than lectures?

7% 17% 27% 37%

Page 18: Enterprise Gamification by the Numbers

Simulation/games are 17% more effective than lecture and 5% more effective than discussion.

Retention/Type of Knowledge

% Higher

Retention 9% Declarative 11% Procedural 14%

Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .Review of 65 studies. Chapter 4 “The Gamification of Learning and Instruction.”

Page 19: Enterprise Gamification by the Numbers

A meta-analy

sis of 225 s

tudies of

(STEM) under

graduate cou

rses showed

that active

learning inc

reased the

average exam

ination scor

es by 6%, an

d

that student

s in classes

with

traditional

lecturing we

re 1.5 times

more likely

to fail.

Ac?ve  learning  increases  student  performance  in  science,  engineering,  and  mathema?cs  Sco#  Freemana,1,  Sarah  L.  Eddya,  Miles  McDonougha,  Michelle  K.  Smithb,  Nnadozie  Okoroafora,  Hannah  Jordta,  and  Mary  Pat  Wenderotha.  PNAS  Early  Edi?on  (Proceedings  of  the  Na?onal  Academy  of  Sciences)  

Page 20: Enterprise Gamification by the Numbers

24 studies analyzed to answer the question: Does Gamification Work?

J.  Hamari,  J.  Koivisto  and  H.  Sarsa,  "Does  Gamifica?on  Work?  -­‐-­‐  A  Literature  Review  of  Empirical  Studies  on  Gamifica?on,"  2014  47th  Hawaii  Interna1onal  Conference  on  System  Sciences,  Waikoloa,  HI,  2014,  pp.  3025-­‐3034.  doi:  10.1109/HICSS.2014.377  URL:  h#p://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6758978&isnumber=6758592  

Page 21: Enterprise Gamification by the Numbers

Yes, but…

•  Depends on context and user characteristics •  In other words:

– Who is participating? – Where are they participating? – What is their motivation? – How does the gamified system function?

J.  Hamari,  J.  Koivisto  and  H.  Sarsa,  "Does  Gamifica?on  Work?  -­‐-­‐  A  Literature  Review  of  Empirical  Studies  on  Gamifica?on,"  2014  47th  Hawaii  Interna1onal  Conference  on  System  Sciences,  Waikoloa,  HI,  2014,  pp.  3025-­‐3034.  doi:  10.1109/HICSS.2014.377  URL:  h#p://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6758978&isnumber=6758592  

Page 22: Enterprise Gamification by the Numbers

Also…

•  Problems with studies: –  Many had N of 20 or less –  Many were qualitative –  Many relied solely on user evaluation

J.  Hamari,  J.  Koivisto  and  H.  Sarsa,  "Does  Gamifica?on  Work?  -­‐-­‐  A  Literature  Review  of  Empirical  Studies  on  Gamifica?on,"  2014  47th  Hawaii  Interna1onal  Conference  on  System  Sciences,  Waikoloa,  HI,  2014,  pp.  3025-­‐3034.  doi:  10.1109/HICSS.2014.377  URL:  h#p://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6758978&isnumber=6758592  

Page 23: Enterprise Gamification by the Numbers

Gamification in the real world: Toyota Motor Sales

Fuel your people + Power your organizations | 23

Page 24: Enterprise Gamification by the Numbers

Toyota Motor Sales USA

•  The US sales, distribution and marketing unit for Toyota, Lexus and Scion brands

•  Over 1,500 dealerships throughout the US

Page 25: Enterprise Gamification by the Numbers

Challenges

•  Consumers have become so well educated that they often arrive in the showroom knowing more than the sales reps

•  Traditional methods of imparting sales knowledge (webinars, videos, in-person classroom, eLearning) weren’t sticking

•  How to encourage individuals to participate in learning when they don’t technically work for you?

Page 26: Enterprise Gamification by the Numbers

In 2014, Toyota Motor Sales USA launched the Axonify adaptive microlearning platform to their 25,000 dealer reps across the US.

Fuel your people + Power your organization | 26

Page 27: Enterprise Gamification by the Numbers

The Platform’s Game Mechanics Include:

•  Game Play •  Leaderboard •  Rewards •  Coaches •  Social •  Report Card

Page 28: Enterprise Gamification by the Numbers

Fuel your people + Power your organization | 28

Learners log in multiple times a week for a 3-5 minute microlearning

experience that is based on cognitive research (i.e. spaced

repetition) and wrapped in gamification.

Page 29: Enterprise Gamification by the Numbers

Fuel your people + Power your organization | 29

The learner selects a game. Brain games, arcade style, team

challenges etc.

Page 30: Enterprise Gamification by the Numbers

Fuel your people + Power your organization | 30

Microlearning content in the form of questions pop out of

the game.

Page 31: Enterprise Gamification by the Numbers

Fuel your people + Power your organization | 31

The platform’s adaptive engine delivers content based on what the learner

knows and doesn’t know to move them towards mastery.

Page 32: Enterprise Gamification by the Numbers

Fuel your people + Power your organization | 32

The learner selects his/her level of confidence (another cognitive tool).

Page 33: Enterprise Gamification by the Numbers

Fuel your people + Power your organization | 33

Learning is reinforced with a response from his/her preselected coach and a

description that can link off to additional information.

Learners earn points

Page 34: Enterprise Gamification by the Numbers

Fuel your people + Power your organization | 34

The ability for the learner to see progress and achievements.

Page 35: Enterprise Gamification by the Numbers

Fuel your people + Power your organization | 35

Personal report card that show progress and answer patterns.

Page 36: Enterprise Gamification by the Numbers

Fuel your people + Power your organization | 36

Individual and team leaderboards.

Page 37: Enterprise Gamification by the Numbers

Fuel your people + Power your organization | 37

Reward auction and “spin to win” built into the platform.

Page 38: Enterprise Gamification by the Numbers

Fuel your people + Power your organization | 38

As a business or team lead you have access to reports and analytics.

Page 39: Enterprise Gamification by the Numbers

“We like this app. Our consultants do too and we believe that it not only helps their product knowledge, but their confidence as well, leading to better performance.

- Ryan Garner, GSM Checkered Flag Toyota, Virginia Beach, VA

“What I love about Axonify is that we’re using it to focus on knowledge. Knowledge is the result of great learning practices and Axonify is a great tool for that.”

Mia Phillips National Manager of Dealer Education Strategy & Digital Solutions

3-4 x /week 2

Participation Results

Vehicles/Month Increase in Sales

Frequency Rate

Fuel your people + Power your organization | 39

12.2% Knowledge Lift

Page 40: Enterprise Gamification by the Numbers

“We like this app. Our consultants do too and we believe that it not only helps their product knowledge, but their confidence as well, leading to better performance.

- Ryan Garner, GSM Checkered Flag Toyota, Virginia Beach, VA Source: Toyota End-User Survey, March 2016 (N=6,000)

86% 82%

Dealer Rep Feedback

Feel Axonify helps them be more effective and confident at their job.

Like the Axonify microlearning approach (daily, bite-sized)

Fuel your people + Power your organization | 40

83% Believe it’s an effective way to learn.

Page 41: Enterprise Gamification by the Numbers

Field Research on Gamification

Fuel your people + Power your organizations | 41

Page 42: Enterprise Gamification by the Numbers

Poll Question #4 How much more motivated are learners to return to a learning platform when they could play a game vs. when they just answered a multiple choice question?

21% 31% 41% 51%

Page 43: Enterprise Gamification by the Numbers

Poll Question #4 How much more motivated are learners to return to a learning platform when they could play a game vs. when they just answered a multiple choice question?

21% 31% 41% 51%

Page 44: Enterprise Gamification by the Numbers

Study One

Page 45: Enterprise Gamification by the Numbers

Research Study

Game-condition

vs.

No-game condition

Page 46: Enterprise Gamification by the Numbers

Research Study

Does the opportunity to play a game impact level of employee engagement? Does a higher level of engagement correlate with increased learning?

Page 47: Enterprise Gamification by the Numbers

Research Study

Game Group Retailer with 1,908 employees

No Game Group Retailer with 4,393 employees

Page 48: Enterprise Gamification by the Numbers

Research Question One: Results

Learners in the game condition were significantly (51.64%) more motivated to come back and engage with the learning platform when they could play a game.

0

20

40

60

80

100

120

Games OFF Games ON

Aver

age

Num

ber o

f Log

ins

in 1

2 M

onth

s

Condition

p < 0.001

108.12  

71.30  

Page 49: Enterprise Gamification by the Numbers

Results

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).

Page 50: Enterprise Gamification by the Numbers

Results

Learners in the games condition volunteered to do significantly more EXTRA training (M = 6.28) than learners in the no-games condition (M = 3.3) p < 0.001). 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.

Page 51: Enterprise Gamification by the Numbers

Study Two

Fuel your people + Power your organizations | 51

Page 52: Enterprise Gamification by the Numbers

Participants in this study included:

6,211 participants located in North America who have used the platform for up to 3.5 years.

96 67 1369

613

100 166

931 1941

15 36

516 361

Professional Sales Reps - Medical

Professional Sales Reps - Pharmaceutical

Retail Associates - Toy & Electronics

Retail Warehouse Employees

Female Male Undisclosed

Page 53: Enterprise Gamification by the Numbers

Research Study

Do gamification elements and tangible rewards lose appeal over time?

Page 54: Enterprise Gamification by the Numbers

Results

The study revealed that participation in the gamified microlearning platform stayed steady and did not decrease over time.

Page 55: Enterprise Gamification by the Numbers

Results

Visits to the rewards page increased over time. Participation with the leaderboard and achievements page either remained steady or increased slightly over time.

Page 56: Enterprise Gamification by the Numbers

Takeaways 1.  20% of corporations use games for learning (“Association for Talent Development” 2014)

2.  44% of the gamers are female--most frequent female game player is 43

3.  48% of people over the age of 50 play video games.

4.  Simulation/games were 17% more effective than lecture and 5% more effective than discussion.

5.  Students in classes with traditional lecturing were 1.5 times more likely to fail than students in classrooms with active learning.

6.  At Toyota, the use of a game-based micro-learning is having amazing results.

7.  Learners were significantly (51.64%) more motivated to come back and engage with a learning platform when they could play a game.

8.  Participants who had been using the gamified platform for longer (up to 3.5 years) also visited the leaderboard at a higher rate.

Page 57: Enterprise Gamification by the Numbers

Related Resources

Books YouTube Video www.karlkapp.com

Lynda.com Course Gamification of

Learning

Gamification Workbook

Separating Fact From Fiction – CLO

Magazine

Page 58: Enterprise Gamification by the Numbers

Q&A