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Twitter:@kkapp By Karl M. Kapp Bloomsburg University Gamification of Learning &Instruction May 20, 2014 The Quest for Learner Engagement:
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The Quest for Learner Engagement

Aug 19, 2014

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Education

Karl Kapp

This decidedly nonacademic presentation will present research findings and resources related to creating engaging instruction using the same techniques that are used in video games. The presentation will discuss why games and gamification are appropriate tools for presenting learning content and how using only a small part of games can lead to increased learning motivation. This presentation isn't about games, it is about using the same techniques and tricks that video games use to engage our students.
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Page 1: The Quest for Learner Engagement

Twitter:@kkapp

By Karl M. Kapp Bloomsburg University Gamification of Learning &Instruction May 20, 2014

The Quest for Learner

Engagement:

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Design Takeaway Challenge

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Rules • 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, take notes for debrief.

-What design techniques are used? -What elements add to experience?

-What instructional design principles are being followed or broken?

How To Participate via Observation

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Notes Slides

Additional Ideas www.karlkapp.com/kapp-notes

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Summer Theatre and

Karl M. Kapp Present:

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The Quest for:

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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 Dean who had a problem that needed solved …

Hi Dean.

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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 student engagement and have more interactive learning for our students.

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You came to the instructor 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

conference on the subject.

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For some reason, she didn’t seem bothered by the fact that she was breaking the school’s 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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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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Better way To Learn

B) Learning a little bit of content at a time.

A) Learning the content in big chunks all at once.

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Content Content Content

Time Time

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Space learning out in small chunks over time, 24 hours is the optimal spacing. Break up content in classroom every 8-10 minutes.

Some call it “drip learning.”

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I found three 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 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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Fact or Fishy…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%.

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Ivan then grabbed his computer to show me an example.

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ExactTarget is a global marketing organization focused on digital marketing tools – email, mobile, and web and was recently purchased by Salesforce.com. ExactTarget is a leading cloud marketing platform used by more than 6,000 companies including Coca-Cola, Gap and Nike.

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Introducing a new product, MobileConnect and wanted to bring the sales force up-to-speed on the features and functionality of the product.

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VENDOR http://www.theknowledgeguru.com/

Screen captures courtesy of The Knowledge Guru…Bottom Line Performance

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“I can’t tell you how many people are coming to me wanting another game solution.” “The repetition of the different paths helped me retain the information.” “I’m a pretty competitive person so challenging myself to get one of the top scores added a layer of fun to learning about the MobileConnect product.” “The game was a fun way to learn about MobileConnect. I enjoyed the scenario-type questions, which put it all into context.”

Player Results

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Business Results

Average contract value 2x higher than for previous mobile product. First call resolution ($35 a call/average) is up 45%. Of all the launches done in the previous two years prior to MobileConnect, the sales team built the quickest pipeline for this product.

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Business Results

Average contract value 2x higher than for previous mobile product. First call resolution ($35 a call/average) is up 45%. Of all the launches done in the previous two years prior to MobileConnect, the sales team built the quickest pipeline for this product.

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.

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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.

And they rate legal arguments as more convincing when built into

narrative tales rather than on legal precedent.

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Again with the computer….

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Thanks, Ivan.

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 Dean 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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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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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…let me give you an example….

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Here is a course on business proposal writing

Suddenly I saw a strange room filled with students…

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Students are divided into companies and must “compete” for winning bid…this is graduate school.

It’s also been done in 6th grade….

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Winning team gets the “bid”…

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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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One more thing…take this folder

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Time for a recap with the Dean…she looked a little frantic…she wanted to know one more thing.

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I want to know one more thing.

What are the elements of active learning?

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What are some active learning practices that can engage

learners?

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Any Others?

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

learning.

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

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…to my surprise as… the Dean was driving away, she threw another matchbook….

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But we’ll have to leave that mystery for another presentation….

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The End

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QUESTIONS?

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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