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Renowned gamification author, speaker and professor, Karl Kapp joins Axonify CEO Carol Leaman to explore current myths surrounding gamification in corporate learning. To view the full recording, visit http://www.axonify.com/gamificationwebinar
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Demystifying Gamification in Corporate LearningOctober 31, 2013
Axonify Confidential 2
Some Housekeeping Details
The event is being recorded
Use the Q&A window
We will be utilizing the polling function
Follow the conversation on Twitter: #gamifiedlearning
Carol LeamanCEO
Axonify
Karl KappAuthor & Professor of
Instructional TechnologyBloomsburg University
Agenda & Speakers
• Some Myths in History
• Fact or Myth Game
• Gamification in Action
• Q&A
Introducing Karl Kapp
It was once thought that the world was flat…
We have learned that the world is round…
Leaches heal disease…
Today we cure common diseases by examining bacteria and viruses
We’ve learned and struggled for a few years here figuring out how to make a decent phone. PC guys are not going to just figure this out.
They’re not going to just walk in.
Palm CEO Ed ColliganNovember 16, 2006
This is our best iPhone Launch yet – more than 9 million new iPhones sold – a new record for first weekend sales.
Tim Cook2013 Palm sold to HP in 2010,
2011 Palm was done.
Time to Play
Poll #1
Gamification and games are the same thing.
A. Fact
B. Myth
Poll #1
Gamification and games are the same thing.
A. Fact
B. Myth
What is this “game” stuff?
Gamification Game-based Learning
Simulation Learning
The use of gaming elements integrated into a training program aligned with corporate goals to promote change in behavior.
The use of a game to teach knowledge, skills & abilities to learners using a self-contained space.
A realistic, controlled-risk environment where learners can practice specific behaviors & experience impacts of their decisions.
Gamification
Gamification is using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning and solve problems.
Gamification is to Learning as a
Piece is to a Puzzle
Gamification is to Learning as a
Steering Wheel is to a Car
Gamification is to Learning as a
Slice is to Pie
Source: Ambient Insight 2012
Gamification uses elements of games, but is not a game in-and-of itself.
Gamification Elements that Aid Learning
1. Story2. Challenge3. Mystery4. Characters/Avatar5. Challenge6. Levels7. Feedback8. Replayability9. Freedom to Fail10. Asethetics11. Time12. Reward Structures
Poll #2
Gamification of learning alienates older generations.
A. Fact
B. Myth
Poll #2
Gamification of learning alienates older generations.
A. Fact
B. Myth
Game elements appeal to all ages & people.
39%
of all gamers are over 50.
Source: http://www.socialgamesobserver.com/average-social-gamer-world-metricsmonk-16245
Female & 46+The average social gamer in the US.
Women over 40 is the fastest growing gamer population.
Poll #3
Instructional games don’t need to be entertaining to be educational.
A. Fact
B. Myth
Poll #3
Instructional games don’t need to be entertaining to be educational.
A. Fact
B. Myth
Sitzmann, T. (2011) A meta-analytic examination of the instructional effectiveness of computer-based simulation games. Personnel Psychology .
Simulation/games do not have to be entertaining to be educational.
RetentionType of Knowledge % Higher
Retention 9%Procedural 14%Declarative 11%
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.”
Impact
RetentionType of Knowledge % Higher
Retention 9%Procedural 14%Declarative 11%
It wasn’t the game, it was level of activity in the game.
In other words, the engagement of the learner in the game leads
to learning.
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.”
Impact
Poll #4
Gamification is not “serious”.
A. Fact
B. Myth
Poll #4
Gamification is not “serious”.
A. Fact
B. Myth
Gamification can have significant bottom-line results.
At Pep Boys
• 19,000 employees, 700 stores, 7,000 service bays
• In arcade-style games, associates answer quick, targeted questions related to risk, loss prevention, safety and operational policies and procedures
Pep Boys
Pep Boys
A Competitive, Social Learning Experience
Results
Bottom-Line Results at Pep Boys
60% increase in calls to Integrity Pays hot line
Inventory Shrink reduced by 55%
Can demonstrate to
OSHA a 95%+
delivery rate by
topic, by associate
Claim Counts down
by 40%, despite
adding stores &
employees
LOSS PREVENTION HEALTH & SAFETY
Poll #5
Gamification is just a fad.
A. Fact
B. Myth
Poll #5
Gamification is just a fad.
A. Fact
B. Myth
Gamification is here to stay!
Gartner predicts by 2015, 40 percent of Global 1000 organizations will use gamification as the primary mechanism to transform business operations.
Gamification is here to stay!
Gartner predicts by 2015, 40 percent of Global 1000 organizations will use gamification as the primary mechanism to transform business operations.
The overall market for gamification tools, services & applications is projected to be $5.5 billion by 2018 (M2 Research).
Gamification is here to stay!
Gartner predicts by 2015, 40 percent of Global 1000 organizations will use gamification as the primary mechanism to transform business operations.
The overall market for gamification tools, services & applications is projected to be $5.5 billion by 2018 (M2 Research).
According to new research from Gabe Zichermann, founder and chief executive at Dopamine Inc., employers who implement gamification techniques internally can increase productivity of their employees by 40%.
Poll #6
Adding points, badges and leaderboards to any training makes it awesome!
A. Fact
B. Myth
Poll #6
Adding points, badges and leaderboards to any training makes it awesome!
A. Fact
B. Myth
There is science behind it.
Two Powerful Instructional Phenomenon
Larsen DP, Butler AC, Roediger HL 3rd. Repeated testing improves long-term retention relative to repeated study: a randomized controlled trial. Med Educ 43: 1174–1181, 2009.
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.
Retrieval Practices(Questioning Format)
?Spaced Repetition
(Interval Reinforcement)
Retention benefits between 35% and 61%, with average of 41%.
Subject matter was Anatomy and Physiology.
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
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
A study using a randomized control group conducted a trial between Aug 10, 2009, and Nov 30, 2012, 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
“Use stairs instead of an elevator”
“Avoid snacks while watching TV; you may overeat. “
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
Lowered risk of developing Type 2 diabetes by 36%.
What can you do?
Intelligently add game elements to instruction. Use points, rewards and badges to convey meaning…not simply completion.
Use feedback to inform learners of errors in thinking and to focus them on the task they are learning.
Poll #7
Adding Gamification to learning requires a large amount of resources to implement.
A. Fact
B. Myth
Poll #7
Adding Gamification to learning requires a large amount of resources to implement.
A. Fact
B. Myth
Type of Game Play(Customer
Development)
Level of InteractivityType of
Knowledge Taught
Low Medium High
Exploration/Simulation Engine/Free Play Area
$25,000-$35,000
$35,000-$50,000
$50,000-$300,000
Problem-Solving
Branching story, On-Line Board Games
$10,000-$15,000
$15,000-$30,000
$30,000-$50,000
Conceptual Knowledge/
Rules
Matching, Trivia Games, Drag and Drop Games
$1,500-$3,000
$3,000-$5,000
$5,000-$20,000
Declarative Knowledge/Fact/Jargon
Gamification Elements that Aid Learning
1. Story2. Challenge3. Mystery4. Characters/Avatar5. Challenge6. Levels7. Feedback8. Replayability9. Freedom to Fail10. Asethetics11. Time12. Reward Structures
TIME
Focus on…
1. Challenge2. Time3. Feedback4. Reward Structures
Carol LeamanCEO
Axonify
Organizations Leading the Way
86%
find the gaming approach to learning highly effective.
Source: 2013 Axonify user survey
78%
say that it brings them back frequently to participate.
Source: 2013 Axonify user survey
84%
like competing with their peers.
Source: 2013 Axonify user survey
Thank You
Q&A