Download - Enterprise Gamification by the Numbers
Karl Kapp Professor, Bloomburg University
Author: Gamification of Learning and Instruction Follow on Twitter: @kkapp
Gamification by the Numbers
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The Polling function
Follow on Twitter: #GamifiedLearning @kkapp | @Axonify
Introducing: Karl Kapp
• Professor of Instructional Technology and the Director of the Institute for Interactive Technologies – Bloomsburg University
• The Gamification of Learning – Lynda.com
• Author: The Gamification of Learning and Instruction
• Contributor: Learning Solutions Magazine, ATD, Chief Learning Officer
Related Resources
Books YouTube Video www.karlkapp.com
Lynda.com Course Gamification of
Learning
Gamification Workbook
Separating Fact From Fiction – CLO
Magazine
Gamification by the Numbers
Review • 6 pieces of demographic information • 3 meta-analysis research studies • 1 case study • 2 original research studies
What do we know?
55% of teachers use games in the classroom on a weekly basis.
- Teachers Surveyed 2013
20% of corporations use games for learning.
- Association for Talent Development 2014
By 2020, learning or “serious” games is predicted to reach
$5.5Billion (CAGR = 16%)
- Serious Game 2015
FACT: Gamification is something you need to pay attention to.
Poll Question #1
What percentage of adults over 50 play video games?
28% 38% 48% 68%
Poll Question #1
What percentage of adults over 50 play video games?
28% 38% 48% 68%
Gamers Over 50: You’re Never Too Old to Play h#p://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf
80% of gamers over 50 play on a weekly basis.
70%
40% 24%
Laptop Mobile Device Console
Gamers Over 50: You’re Never Too Old to Play h#p://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf
80% of gamers over 50 play on a weekly basis.
70%
40% 24%
Laptop Mobile Device Console
Gamers Over 50: You’re Never Too Old to Play h#p://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf
45% play daily.
Games they play
56% 52% 24%
Card/Tile Puzzle/Logic Word/Trivia Board Games
Gamers Over 50: You’re Never Too Old to Play h#p://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf
Poll Question #2
What percentage of Americans play video games for 3 hours or more a week?
12% 42% 62% 82%
Poll Question #2
What percentage of Americans play video games for 3 hours or more a week?
12% 42% 62% 82%
The 2015 Essen?al Facts About the Computer and Video Game Industry was released by the Entertainment SoHware Associa?on (ESA) in April 2015. The annual research was conducted by Ipsos MediaCT for ESA. Data was gathered from more than 4,000 American households.
Translates into 155 million Americans
44% of gamers are female.
43 average age of frequent female game player.
Women age 18 or older represent a significantly greater portion of the game-playing population (33%) than boys, age 18 or younger (15%).
Women and Game Play
Poll Question #3
How much more effective are games for learning than lectures?
7% 17% 27% 37%
Poll Question #3
How much more effective are games for learning than lectures?
7% 17% 27% 37%
Simulation/games are 17% more effective than lecture and 5% more effective than discussion.
Retention/Type of Knowledge
% Higher
Retention 9% Declarative 11% Procedural 14%
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.”
A meta-analy
sis of 225 s
tudies of
(STEM) under
graduate cou
rses showed
that active
learning inc
reased the
average exam
ination scor
es by 6%, an
d
that student
s in classes
with
traditional
lecturing we
re 1.5 times
more likely
to fail.
Ac?ve learning increases student performance in science, engineering, and mathema?cs Sco# Freemana,1, Sarah L. Eddya, Miles McDonougha, Michelle K. Smithb, Nnadozie Okoroafora, Hannah Jordta, and Mary Pat Wenderotha. PNAS Early Edi?on (Proceedings of the Na?onal Academy of Sciences)
24 studies analyzed to answer the question: Does Gamification Work?
J. Hamari, J. Koivisto and H. Sarsa, "Does Gamifica?on Work? -‐-‐ A Literature Review of Empirical Studies on Gamifica?on," 2014 47th Hawaii Interna1onal Conference on System Sciences, Waikoloa, HI, 2014, pp. 3025-‐3034. doi: 10.1109/HICSS.2014.377 URL: h#p://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6758978&isnumber=6758592
Yes, but…
• Depends on context and user characteristics • In other words:
– Who is participating? – Where are they participating? – What is their motivation? – How does the gamified system function?
J. Hamari, J. Koivisto and H. Sarsa, "Does Gamifica?on Work? -‐-‐ A Literature Review of Empirical Studies on Gamifica?on," 2014 47th Hawaii Interna1onal Conference on System Sciences, Waikoloa, HI, 2014, pp. 3025-‐3034. doi: 10.1109/HICSS.2014.377 URL: h#p://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6758978&isnumber=6758592
Also…
• Problems with studies: – Many had N of 20 or less – Many were qualitative – Many relied solely on user evaluation
J. Hamari, J. Koivisto and H. Sarsa, "Does Gamifica?on Work? -‐-‐ A Literature Review of Empirical Studies on Gamifica?on," 2014 47th Hawaii Interna1onal Conference on System Sciences, Waikoloa, HI, 2014, pp. 3025-‐3034. doi: 10.1109/HICSS.2014.377 URL: h#p://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6758978&isnumber=6758592
Gamification in the real world: Toyota Motor Sales
Fuel your people + Power your organizations | 23
Toyota Motor Sales USA
• The US sales, distribution and marketing unit for Toyota, Lexus and Scion brands
• Over 1,500 dealerships throughout the US
Challenges
• Consumers have become so well educated that they often arrive in the showroom knowing more than the sales reps
• Traditional methods of imparting sales knowledge (webinars, videos, in-person classroom, eLearning) weren’t sticking
• How to encourage individuals to participate in learning when they don’t technically work for you?
In 2014, Toyota Motor Sales USA launched the Axonify adaptive microlearning platform to their 25,000 dealer reps across the US.
Fuel your people + Power your organization | 26
The Platform’s Game Mechanics Include:
• Game Play • Leaderboard • Rewards • Coaches • Social • Report Card
Fuel your people + Power your organization | 28
Learners log in multiple times a week for a 3-5 minute microlearning
experience that is based on cognitive research (i.e. spaced
repetition) and wrapped in gamification.
Fuel your people + Power your organization | 29
The learner selects a game. Brain games, arcade style, team
challenges etc.
Fuel your people + Power your organization | 30
Microlearning content in the form of questions pop out of
the game.
Fuel your people + Power your organization | 31
The platform’s adaptive engine delivers content based on what the learner
knows and doesn’t know to move them towards mastery.
Fuel your people + Power your organization | 32
The learner selects his/her level of confidence (another cognitive tool).
Fuel your people + Power your organization | 33
Learning is reinforced with a response from his/her preselected coach and a
description that can link off to additional information.
Learners earn points
Fuel your people + Power your organization | 34
The ability for the learner to see progress and achievements.
Fuel your people + Power your organization | 35
Personal report card that show progress and answer patterns.
Fuel your people + Power your organization | 36
Individual and team leaderboards.
Fuel your people + Power your organization | 37
Reward auction and “spin to win” built into the platform.
Fuel your people + Power your organization | 38
As a business or team lead you have access to reports and analytics.
“We like this app. Our consultants do too and we believe that it not only helps their product knowledge, but their confidence as well, leading to better performance.
- Ryan Garner, GSM Checkered Flag Toyota, Virginia Beach, VA
“What I love about Axonify is that we’re using it to focus on knowledge. Knowledge is the result of great learning practices and Axonify is a great tool for that.”
Mia Phillips National Manager of Dealer Education Strategy & Digital Solutions
3-4 x /week 2
Participation Results
Vehicles/Month Increase in Sales
Frequency Rate
Fuel your people + Power your organization | 39
12.2% Knowledge Lift
“We like this app. Our consultants do too and we believe that it not only helps their product knowledge, but their confidence as well, leading to better performance.
- Ryan Garner, GSM Checkered Flag Toyota, Virginia Beach, VA Source: Toyota End-User Survey, March 2016 (N=6,000)
86% 82%
Dealer Rep Feedback
Feel Axonify helps them be more effective and confident at their job.
Like the Axonify microlearning approach (daily, bite-sized)
Fuel your people + Power your organization | 40
83% Believe it’s an effective way to learn.
Field Research on Gamification
Fuel your people + Power your organizations | 41
Poll Question #4 How much more motivated are learners to return to a learning platform when they could play a game vs. when they just answered a multiple choice question?
21% 31% 41% 51%
Poll Question #4 How much more motivated are learners to return to a learning platform when they could play a game vs. when they just answered a multiple choice question?
21% 31% 41% 51%
Study One
Research Study
Game-condition
vs.
No-game condition
Research Study
Does the opportunity to play a game impact level of employee engagement? Does a higher level of engagement correlate with increased learning?
Research Study
Game Group Retailer with 1,908 employees
No Game Group Retailer with 4,393 employees
Research Question One: Results
Learners in the game condition were significantly (51.64%) more motivated to come back and engage with the learning platform when they could play a game.
0
20
40
60
80
100
120
Games OFF Games ON
Aver
age
Num
ber o
f Log
ins
in 1
2 M
onth
s
Condition
p < 0.001
108.12
71.30
Results
A one-way ANOVA revealed that learners in the games condition viewed their report card significantly more often (M = 9.88) than learners in the no-games condition (M=2.96) p<0.001).
Results
Learners in the games condition volunteered to do significantly more EXTRA training (M = 6.28) than learners in the no-games condition (M = 3.3) p < 0.001). A strong significant correlation was found between engaging in optional extra training and the number of correct quiz answers, r (6301) = 0.67, p < 0.001.
Study Two
Fuel your people + Power your organizations | 51
Participants in this study included:
6,211 participants located in North America who have used the platform for up to 3.5 years.
96 67 1369
613
100 166
931 1941
15 36
516 361
Professional Sales Reps - Medical
Professional Sales Reps - Pharmaceutical
Retail Associates - Toy & Electronics
Retail Warehouse Employees
Female Male Undisclosed
Research Study
Do gamification elements and tangible rewards lose appeal over time?
Results
The study revealed that participation in the gamified microlearning platform stayed steady and did not decrease over time.
Results
Visits to the rewards page increased over time. Participation with the leaderboard and achievements page either remained steady or increased slightly over time.
Takeaways 1. 20% of corporations use games for learning (“Association for Talent Development” 2014)
2. 44% of the gamers are female--most frequent female game player is 43
3. 48% of people over the age of 50 play video games.
4. Simulation/games were 17% more effective than lecture and 5% more effective than discussion.
5. Students in classes with traditional lecturing were 1.5 times more likely to fail than students in classrooms with active learning.
6. At Toyota, the use of a game-based micro-learning is having amazing results.
7. Learners were significantly (51.64%) more motivated to come back and engage with a learning platform when they could play a game.
8. Participants who had been using the gamified platform for longer (up to 3.5 years) also visited the leaderboard at a higher rate.
Related Resources
Books YouTube Video www.karlkapp.com
Lynda.com Course Gamification of
Learning
Gamification Workbook
Separating Fact From Fiction – CLO
Magazine
Q&A