Three Mysterious Keys to Interactive Learning

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The terms game-thinking, game-elements, and gamification have all entered into the vocabulary of trainers, e-learning developers, and instructional designers in the past few years. But what do these terms really mean and how can you apply them to create interactive learning events that change behavior and improve performance? How can you make your instruction more game-like without the cost and effort of creating a large-scale game? However, we have to think about a few things. What elements can learning designers borrow from game designers? What is the one secret game designers know that instructional designers never seem to grasp? The answer to these questions, and more, are not all that mysterious and can be found in the research and in uncommon best practices. Based on the bestselling book, The Gamification of Learning and Instruction, this interactive session includes many examples of using game-elements, game-thinking, and gamification to promote learning for performance improvement and highlights how organizations have added game thinking to their toolkit. And, yes, you will play a polling game in this session.

Transcript of Three Mysterious Keys to Interactive Learning

Twitter:@kkapp

By Karl M. KappBloomsburg UniversityGamification of Learning &InstructionMay 7, 2014 W101

Three Mysterious Keys to Interactive Learning:Game‐Thinking, Game‐Elements, and 

Gamification

Covert Design Takeaway Challenge

NotesSlides

Additional Ideas

www.karlkapp.com/kapp-notes

ATD Theatreand

Karl KappPresent:

Three Mysterious Keys

to

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

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

Hi Boss.

I have a problem that needs to be solved.

We need more engagement.

She wanted to increase learner engagement and have more interactive learning within the company…

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

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

Now take the new person here and go ask Clyde, he went to an

ASTD conference on the subject.Don’t you mean

ATD????

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

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

Choose your disguise…

Which Detective are You?

A. RedB. BlueC. Green D. Orange

Red

Blue

Gree

Oran

ge

0% 0%0%0%

What disguise will you choose?

Stakes are high. 100 points for correct answer, 20 points subtracted for incorrect

First stop…Clyde’s office…look for clues

Game Thinking

B)

Teaching knowledge, skills & abilities using a self-contained game.

A)Using game-based techniques to engage people, motivate action promote learning & solve problems.

C)Focusing on actions leading to a meaningful outcome while navigating risk in a challenging environment.

D)Application of different types of game-elements to propel a learner through content with no changes to the content.

Pre‐TestA. Using game‐based techniques to 

engage people, motivate action promote learning & solve problems.

B. Teaching knowledge, skills & abilities using a self‐contained game.

C. Focusing on actions leading to a meaningful outcome while navigating risk in a challenging environment.

D. Application of different types of game‐elements to propel a learner through content with no changes to the content

A. B. C. D.

51%

27%

20%

2%

Game-Thinking is….

I found three things written on one of Clyde’s notebooks.

Could be a lead…or

…it could be this session’s learning objectives

Let’s get going.

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

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

Hello, Clueless…

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.

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

Are Game-based Learning and Gamification are the same thing?

A. TrueB. False

True

False

86%

14%

Game-Based Learning and Gamification are the same thing?

Team Racing Scores

Blue 118.64

Green  135.22

Orange 200

Orange(1) 125.84

Red 123.54

Enter Question Text

A. OneB. TwoC. ThreeD. Four

One

Two

Three Four

15%

40%37%

8%

Next clue, how many types of gamification are there?

There are two types of gamification.

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

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

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

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

First Structural Gamification….

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….

Then he demonstrated content gamification....

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

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

This mystery of interactive learning was starting to take shape…

Thanks, Ivan.Get out of here….

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

So what have we learned?

2 types of gamificationgame learning vs. gamificationMaking decision

So far, so good L&D person, follow the next clue on the matchbook I found in my desk drawer….

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

Enter Question Text

A. Objectives explaining what the learner should do?    

B. Action taken by the learner?

A. B.

85%

15%

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

Action draws in the learner and encourages further engagement.

Too often instructional design is about the content and not about the actions that

need to occur.

Make the learner do something

Answer a questionIdentify a procedure.

Make a decision.

Solve a mystery.

Confront a challenge.

Pick a team.

Team Racing Scores

Blue 234.05

Green  248.18

Orange 320

Orange(1) 240.24

Red 237.81

Just as I was leaving, I found another matchbook.

Seems like a clue…should

Learning be easy so we don’t discourage the learners?

or

Challenging where some learners will struggle?

Easy or Challenging?

A. Easy, don’t discourage the learner.

B. Challenging where some learners might struggle.

Easy,

 don’t

 disco

urage

 th...

Chall

engin

g whe

re so

me ...

93%

7%

So, what is it?

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

boredom or frustration.

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

Do you know what elements contribute to

flow?

Achievable Task

Clear Goals

Control Over Actions (Autonomy)

Concentration

You can also add elements such as …

You can also add elements such as …Novelty

Inconsistency

Complexity

SurpriseIncomplete information

Unpredictable Future

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

Challenge, Curiosity, Control, Fantasy, Cooperation, Competition and Recognition.

I saw her eyes in the shadows of the alley and she simply said…to motivate learners add …

Hey, I know that’s Malone’s Theory of Intrinsically Motivating Instruction.

Yes, it is ….

You want both Intrinsic and Extrinsic Motivation….Research indicates that they coexist. Use both that’s key.

Then, suddenly, she emerged from the shadows.

I pictured you differently…

Here are some more matches for your boss. She

smokes a lot.

She shouldn’t smoke.

Well, here is the next clue, do we :

Put the learner at risk.

or

Let the learner safely explore the environment.

Risk or Safety

A. Put the learner at risk?B. Let the learner safely 

explore the environment?

A. B.

37%

63%

What do you say?

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

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

Losing

Not Solving the Problem

Social Credibility

Recognition

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

Starting Over

Multiple Lives

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

process.

Also, failure or earned success can lead to emotion which can contribute

to Episodic Memory.

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

I want to know one more thing.

What game elements can engage learners?

What game elements did we encounter today that can

engage learners?

ChallengeLevelsLeaderboardRecognitionFailureRewardsPossiblity of success

What game elements did we encounter today that can

engage learners?

Risk, story, charactersMysteryFeedbackChallengeLevelsLeaderboardRecognitionFailure

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

learning.

What percentage of your current points would you like to wager on the 

next question?

A. 0%B. 25%C. 50%D. 75%E. 100%

How sure are you of the knowledge you’ve gained? What percentage of your current points do you want

to wager on the next question?

Back to Clyde’s office, which note is right?

Game Thinking

B)

Teaching knowledge, skills & abilities using a self-contained game.

A)Using game-based techniques to engage people, motivate action promote learning & solve problems.

C)Focusing on actions leading to a meaningful outcome while navigating risk in a challenging environment.

D)Application of different types of game-elements to propel a learner through content with no changes to the content.

A. Using game‐based techniques to engage people, motivate action promote learning & solve problems.

B. Teaching knowledge, skills & abilities using a self‐contained game.

C. Focusing on actions leading to a meaningful outcome while navigating risk in a challenging environment.

D. Application of different types of game‐elements to propel a learner through content with no changes to the content

A. B. C. D.

10%4%

83%

3%

So now, what is ….Game-Thinking

Post test

51%

2%

20%

27%

10%

3%

83%

4%

Using game‐based techniques to engage people,motivate action promote learning & solve

problems.

Teaching knowledge, skills & abilities using a self‐contained game.

Focusing on actions leading to a meaningfuloutcome while navigating risk in a challenging

environment.

Application of different types of game‐elements topropel a learner through content with no changes

to the content

First Slide Second Slide

Team Racing Scores

Blue 668.5

Green  753.19

Orange 1140

Orange(1) 678.58

Red 649.48

To sum it up, what have you learned today?

Don't start with objectivesYou don't have to do it allUse elements of a storyPut students at riskLearning from failure

To sum it up, what have you learned today?

Don't start with objectivesFlowCreate a cliff hangerSuprises, ID is about action

I thought my work was done but then….I found another pack of matches on my way home…

We’ll leave that for another presentation….

The End

Design Takeaway Challenge.

StoryChoiceQuestionFailure, Risk, ActionCartoons/GraphicsCLiff hangercompetitonRecognition, Clicker,

RepetionFeedback, Open loop, engagement

1) Story/Genre2) Polling/Audience Input3) Points/Winners/Teams4) Mystery/Curiosity5) Pre/Post Test

QUESTIONS?

Learn more…books available at:http://tinyurl.com/ASTDgambook and 

http://tinyurl.com/ASTDfieldbkOr

Amazon.com

Bring this engaging learning presentation to your organization

and have Karl Kapp present to your team.

Contact Karl Kapp atkarlkapp@gmail.com or on his web

site www.karlkapp.com.

Credits:

Detective Artwork Courtesy of Vanessa Bailey

Flow Diagram by Kristin Bittner

Typewriter and Mysterious Eyes are Clip Art

Audience Response Devices by TurningTechnologies

Demo of Gamification Software by MindTickle