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Demystifying Gamification in Corporate Learning October 31, 2013

Demystifying Gamification in Learning

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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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Page 1: Demystifying Gamification in Learning

Demystifying Gamification in Corporate LearningOctober 31, 2013

Page 2: Demystifying Gamification in Learning

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

Page 3: Demystifying Gamification in Learning

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

Page 4: Demystifying Gamification in Learning

Introducing Karl Kapp

Page 5: Demystifying Gamification in Learning

It was once thought that the world was flat…

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We have learned that the world is round…

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Leaches heal disease…

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Today we cure common diseases by examining bacteria and viruses

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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

Page 10: Demystifying Gamification in Learning

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.

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Time to Play

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Poll #1

Gamification and games are the same thing.

A. Fact

B. Myth

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Poll #1

Gamification and games are the same thing.

A. Fact

B. Myth

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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.

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Gamification

Gamification is using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning and solve problems.

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Gamification is to Learning as a

Piece is to a Puzzle

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Gamification is to Learning as a

Steering Wheel is to a Car

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Gamification is to Learning as a

Slice is to Pie

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Source: Ambient Insight 2012

Gamification uses elements of games, but is not a game in-and-of itself.

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Gamification Elements that Aid Learning

1. Story2. Challenge3. Mystery4. Characters/Avatar5. Challenge6. Levels7. Feedback8. Replayability9. Freedom to Fail10. Asethetics11. Time12. Reward Structures

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Poll #2

Gamification of learning alienates older generations.

A. Fact

B. Myth

Page 22: Demystifying Gamification in Learning

Poll #2

Gamification of learning alienates older generations.

A. Fact

B. Myth

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Game elements appeal to all ages & people.

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39%

of all gamers are over 50.

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Source: http://www.socialgamesobserver.com/average-social-gamer-world-metricsmonk-16245

Female & 46+The average social gamer in the US.

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Women over 40 is the fastest growing gamer population.

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Poll #3

Instructional games don’t need to be entertaining to be educational.

A. Fact

B. Myth

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Poll #3

Instructional games don’t need to be entertaining to be educational.

A. Fact

B. Myth

Page 29: Demystifying Gamification in Learning

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.

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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

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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

Page 32: Demystifying Gamification in Learning

Poll #4

Gamification is not “serious”.

A. Fact

B. Myth

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Poll #4

Gamification is not “serious”.

A. Fact

B. Myth

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Gamification can have significant bottom-line results.

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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

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Pep Boys

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Pep Boys

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A Competitive, Social Learning Experience

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Results

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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

Page 41: Demystifying Gamification in Learning

Poll #5

Gamification is just a fad.

A. Fact

B. Myth

Page 42: Demystifying Gamification in Learning

Poll #5

Gamification is just a fad.

A. Fact

B. Myth

Page 43: Demystifying Gamification in Learning

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.

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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).

Page 45: Demystifying Gamification in Learning

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%.

Page 46: Demystifying Gamification in Learning

Poll #6

Adding points, badges and leaderboards to any training makes it awesome!

A. Fact

B. Myth

Page 47: Demystifying Gamification in Learning

Poll #6

Adding points, badges and leaderboards to any training makes it awesome!

A. Fact

B. Myth

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There is science behind it.

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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)

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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

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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

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.

Page 52: Demystifying Gamification in Learning

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. “

Page 53: Demystifying Gamification in Learning

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%.

Page 54: Demystifying Gamification in Learning

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.

Page 55: Demystifying Gamification in Learning

Poll #7

Adding Gamification to learning requires a large amount of resources to implement.

A. Fact

B. Myth

Page 56: Demystifying Gamification in Learning

Poll #7

Adding Gamification to learning requires a large amount of resources to implement.

A. Fact

B. Myth

Page 57: Demystifying Gamification in Learning

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

Page 58: Demystifying Gamification in Learning

Gamification Elements that Aid Learning

1. Story2. Challenge3. Mystery4. Characters/Avatar5. Challenge6. Levels7. Feedback8. Replayability9. Freedom to Fail10. Asethetics11. Time12. Reward Structures

TIME

Page 59: Demystifying Gamification in Learning

Focus on…

1. Challenge2. Time3. Feedback4. Reward Structures

Page 60: Demystifying Gamification in Learning

Carol LeamanCEO

Axonify

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Organizations Leading the Way

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86%

find the gaming approach to learning highly effective.

Source: 2013 Axonify user survey

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78%

say that it brings them back frequently to participate.

Source: 2013 Axonify user survey

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84%

like competing with their peers.

Source: 2013 Axonify user survey

Page 75: Demystifying Gamification in Learning

Thank You

Q&A