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Follow on Twitter:@kkapp for updates, slides & additional ideas. By Karl M. Kapp Bloomsburg University Author of Gamification of Learning &Instruction Download Slides & Notes at: www.karlkapp.com/kapp-notes June 12, 2014 Gamification: Creating Engaged Learners

Gamification: Creating Engaged Learners: LTEN Keynote Slides

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Here are my slides for the LTEN Keynote (Life Sciences Trainers & Educators Network ) address.

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Page 1: Gamification: Creating Engaged Learners: LTEN Keynote Slides

Follow on Twitter:@kkapp for updates, slides & additional ideas.

By Karl M. Kapp Bloomsburg University Author of Gamification of Learning &Instruction Download Slides & Notes at: www.karlkapp.com/kapp-notes June 12, 2014

Gamification: Creating Engaged Learners

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For: Notes Slides

Additional Ideas www.karlkapp.com

www.karlkapp.com/kapp-notes

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Check out Karl’s Books on Gamification

http://tinyurl.com/KappbookG1

http://tinyurl.com/KappbookG2

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Bring Karl to speak to your organization for a workshop or

keynote.

Contact him at [email protected]

Or on his web site at:

http://karlkapp.com/contact/

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Karl M. Kapp

Presents:

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Design Takeaway Challenge

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t was a quiet Monday morning, very quiet, really quiet… almost too…

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Then, out of nowhere, she flew into my office, like a Boss who had a problem that needed solved …

Hi Boss.

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I have a problem that needs to be solved.

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We need more engagement.

She wanted to increase learner engagement and have more interactive learning in our Life Sciences company.

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You came to the right guy that’s what I do…

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Yeah, I know…that’s why I hired you. Ugh..

Now take the new person here and go ask Clyde, he went to a SPBT session on the subject.

Don’t you mean LTEN????

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For some reason, she didn’t seem bothered by the fact that she was breaking the company’s strict no smoking policy…

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Here’s where you come in. Help me figure out the clues …and fast.

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Instructions • A statement is presented

– Type in “Code word”

• Text Response:

Take out your text-machines

Standard Texting Fees Apply!

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How To Participate via Texting

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

AMZ01

IAMZ02

ALRIGHT01

AMZ01

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How To Vote via PollEv.com/karlkapp

Capitalization doesn’t matter, but spaces and spelling do TIP

AMZ01

IAMZ02

ALRIGHT01

PollEv.com/karlkapp

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Observe the process:

-What design techniques are used?

-What elements add to the experience?

-What instructional design principles are being followed or broken?

How To Participate via Observation

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Choose your disguise…

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Stakes are high……

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First stop…Clyde’s office…look for clues

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Games and Gamification are the Same thing?

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Look…I found some things written on one of Clyde’s notebooks.

Could be a lead…or

…it could be this session’s learning objectives

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Let’s get going.

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Now we need to find Ivan…the Informant... I knew one of his old haunts.

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He was about as friendly as a fly at a fly strip convention.

Hello, Clueless…

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Look I am going to ask you some questions, the right answer gives you

a clue to gamification and interactive learning.

He was about as friendly as a fly at a fly strip convention.

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What do you and your lackies here have to say about this?

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How many types of gamification are there?

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There are two types of gamification.

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He grabbed his typewriter and made some notes to explain to me the difference between the two types of gamification.

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Structural Gamification is use of game-elements to propel a learner through content with no alteration or changes to the content.

Structural: Points

Badges

Leaderboard

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Content Gamification use of game thinking to alter content to make it more game-like but doesn’t turn the content into a game.

Content: Challenge

Story

Characters

Missions

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Ivan then grabbed his laptop to show me a demonstration of the two types.

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First Structural Gamification….

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Gamification The concept of gamification Consists of many different elements. These elements can include: • Story • Character • Mystery • Curiosity • Curve of Interest • Surprise • Chance • Points • Badges

Screen captures courtesy of MindTickle….

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Then he demonstrated content gamification....

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It was a little like déjá vu ….this content gamification…..

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It has elements of story, characters and content that was altered to be more game-like…

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This mystery of interactive learning was starting to take shape…

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Twittermission

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Enter Question Text Ok, now let’s get into the research!

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Riddle me this…which is a better way to learn,

studying a little bit of content at a time or learning it all in one big chunk of time?

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Content Content Content

Time Time

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The spacing promotes deeper processing of the learned

material.

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Ha…I know this! Space learning out in small chunks over time, 24 hours is the optimal spacing.

Some call it “drip learning.”

Break up content in classroom every 8-10 minutes.

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In fact, a study using a randomized control group conducted a trial 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

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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

“Avoid snacks while watching TV; you may

overeat.”

“Use stairs instead of an Elevator”

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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

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Let me show you something.

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What is the new name of SPBT

Submit

What? The name has changed?

Life Sciences & Educators Network.

Super People, Better Trainers

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Congratulations!! You’ve Unlocked Level Two.

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Wow, I’m almost impressed with your knowledge. Here is another question….

Is testing yourself is a better way to learn than re-reading or re-listening to

material?

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Enter Question Text

It’s a fact: “Retrieval Practice” alone can provide improved recall performance by as

much as 10-20%.

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Require students to recall content to enhance learning.

In other words, use testing to reinforce learning—not just for

evaluation.

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Combining Spaced Retrieval and Retrieval Practice is really

powerful.

One study in the subject of Anatomy and Physiology revealed retention benefits of

between 35% and 61% with average of 41%.

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

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Ivan had another question for me…I was the one who was supposed to be ask’n questions….

Do learners remember facts better when presented in a bulleted list or

when presented in a story?

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Researchers have found that the human brain has a natural affinity for narrative

construction.

People tend to remember facts more accurately if they encounter them in a

story rather than in a list.

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Again with the computer….

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Thanks, Ivan.

One more thing…

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Add character’s to your learning designs…

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In tests involving word problems, the group who had a character explain the problems generated 30% more correct answers than the group with just on-screen text.

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. Chapter 4 “The Gamificaiton of Learning and Instruciton”

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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. Chapter 4 “The Gamificaiton of Learning and Instruciton”

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

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Now get out of here…

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This mystery of interactive learning was starting to take shape…

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Let’s brief the boss on what we know so far…

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So what have we learned?

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So far, so good. Follow the next clue on the matchbook I found in my desk drawer….

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I arrived at the place on the matchbook, as shady as a clump of oaks caught in an eclipse…

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Enter Question Text Hmm… What could this location and clue mean??? Tell me. Does engaging instruction start with…

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Action draws in the learner and encourages further engagement.

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Make the learner do something

Answer a question

Identify a procedure.

Make a decision.

Solve a mystery.

Confront a challenge.

Solve a Problem.

Write a proposal

Hands On

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Law & Order

Create Open Loops

Think of my favorite show!

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Just as I was leaving, I found another matchbook.

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Seems like a clue…should

Learning be easy so we don’t discourage the learners? or Challenging where some learners will struggle?

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Look! Things that are too easy or too difficult will not pique a learner’s interest because they lead to

boredom or frustration.

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Let me show you Clyde’s folder on this subject.

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Do you know what elements contribute to

flow?

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Achievable Task

Clear Goals

Control Over Actions (Autonomy)

Concentration

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You can also add elements such as …

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You can also add elements such as … Novelty

Inconsistency

Complexity

Surprise Incomplete information

Unpredictable Future

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In fact, Clyde says…give them the Kobayashi Maru of challenges.

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Suddenly, a voice appeared out of nowhere…the mysterious Learning Lady

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I saw her eyes in the shadows of the alley and she simply said…

Consider the use of fantasy in constructing learning events….

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Ya’h sure about this “fantasy” thing? This make believe stuff?

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Fantasy provides two learning benefits...

Cognitively a fantasy can help a learner apply old knowledge to understand new things and help them remember the content.

Emotionally, a person can connect with the experiences and not bring with it “real-world” concerns or fears.

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Then, suddenly, she emerged from the shadows.

I pictured you differently…

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Here are some more matches for your boss. She

smokes a lot.

She shouldn’t smoke.

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Well, here is the next clue, do we :

Put the learner at risk. or Let the learner safely explore the environment.

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No risk, or danger equal no skin in the game.

Get the learner emotionally involved by putting him or her at “mock” risk.

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Losing (points, game)

Not Solving the Problem

Social Credibility

Recognition

Then they mysterious stranger started talking about what learners can “risk”…

Starting Over

Multiple Lives

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In games, failing is allowed, it’s acceptable, and it’s part of the process.

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Time for a recap with the boss… she looked a little frazlled…she needed to know one more thing.

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I want to know one more thing.

What did you detectives learn about gamification?

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What are some gamification practices that can engage

learners?

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Any Others?

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Here’s my short list.

1) Story/Characters2) Polling/Audience Input3) Points/Winners/Teams4) Mystery/Curiosity5) Open Loop

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Great stuff, you LTEN folks really seemed to have cracked the case as to what makes

engaging learning.

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So what detective team was the most helpful in solving the mystery? Who were the winners?

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Ugh There all winners

to me.

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Mystery solved, just in time for the weekend. I was anxious to get some rest…

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But…to my surprise as the Boss was driving away, she threw yet another matchbook….

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Unfortunately, we’ll have to leave that mystery for another keynote….

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The End

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Credits:

Detective Artwork Courtesy of Vanessa Bailey

Flow Diagram by Kristin Bittner

Typewriter and Mysterious Eyes are Clip Art

Audience Response by Poll Everywhere

Demo of Gamification Software by MindTickle

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QUESTIONS?