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Twitter:@kkapp
By Karl M. Kapp
Bloomsburg University
Gamification of Learning &Instruction
May 7, 2014 
W101
Three Mysterious Keys 
to Interactive Learning:
Game‐Thinking, Game‐Elements, and 
Gamification
Covert Design Takeaway
Challenge
Notes
Slides
Additional Ideas
www.karlkapp.com/kapp-notes
ATD Theatre
and
Karl Kapp
Present:
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. Red
B. Blue
C. Green
D. Orange
Red
Blue
Green 
Orange
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‐Test
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.
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. True
B. 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. One
B. Two
C. Three
D. Four
One
Tw
o
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 gamification
game learning vs.
gamification
Making 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 question
Identify 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 discourage th...
Challenging w
here som
e ...
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?
Challenge
Levels
Leaderboard
Recognition
Failure
Rewards
Possiblity of success
What game elements did we
encounter today that can
engage learners?
Risk, story, characters
Mystery
Feedback
Challenge
Levels
Leaderboard
Recognition
Failure
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 meaningful
outcome while navigating risk in a challenging
environment.
Application of different types of game‐elements to
propel 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 objectives
You don't have to do it all
Use elements of a story
Put students at risk
Learning from failure
To sum it up, what have you
learned today?
Don't start with objectives
Flow
Create a cliff hanger
Suprises, 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.
Story
Choice
Question
Failure, Risk, Action
Cartoons/Graphics
CLiff hanger
competiton
Recognition, Clicker,
Repetion
Feedback, Open loop,
engagement
1) Story/Genre
2) Polling/Audience Input
3) Points/Winners/Teams
4) Mystery/Curiosity
5) Pre/Post Test
QUESTIONS?
Learn more…books available at:
http://tinyurl.com/ASTDgambook and 
http://tinyurl.com/ASTDfieldbk
Or
Amazon.com
Bring this engaging learning
presentation to your organization
and have Karl Kapp present to your
team.
Contact Karl Kapp at
karlkapp@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

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