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Gamification at Work

Date post: 24-Jan-2017
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Page 1: Gamification at Work
Page 2: Gamification at Work

Going Beyond E-Learning

E-Learning

• Own time, own place• Self-motivated learning• Access inaccessible, unsafe,

rare experiences• Engage unengaged learners• Large audience reach• Blended and group learning• Assessment

Gamification / Game-Learning

• Engagement• Empowerment• Personalisation & relevance• Clear and immediate feedback• Rewards create retention• Scaffolded challenges• Complex simulations of systems• Experiential learning: divergent

pathways, exploration, failing safely

• Entertaining scenario

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Learning Outcomes

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Cerebral Space, MovinCog/University of Auckland

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Cerebral Space, MovinCog/University of Auckland

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How effective is Gamification Psychology?

Findlay & Alberts, 2011

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Sparx by University of Auckland

sparx.org.nz

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Farm Safety: Farm Rules, WorkSafe NZ & Dairy NZ

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Household safety: SafeHouse, ACC

Falls Prevention for ACC

www.safehouse.co.nz

32% did something

to fix their home

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Safe House Results

8,769 people played the serious game in 3 months• which caused 70,846 virtual injuries• and 6,686 virtual deaths

63% of app users used it more than once• App users played for 11:43 minutes on each visit• 45% app players reached level 3 (25 minutes of effort),

using all key behaviours

Pre & Post Survey with 600 users• 34% surveyed had a safety conversation• 32% made a change to their environment

www.safehouse.co.nz

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H&S Simulation

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How effective are Training Games?

• 14% higher skill-based knowledge levels• 11% higher factual knowledge levels• 9% higher retention levels

Sitzmaan, T. (2010). “A meta-analytic examination of the instructional effectiveness of computer-based simulation games.” Personnel Psychology.

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How effective are Training Games?

The most frequently outcomes and impacts were• knowledge acquisition/content understanding and• affective and motivational outcomes

Connolly, T., Boyle, E., MacArthur, E., Hainey, T. & Boyle, J., (2012). “A Systematic Literature Review of Empirical Evidence on Computer Games and

Serious Games.” Computers & Education 59.

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Medical scenarios: Ready To Practice, University of Auckland

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Choice = Freedom = Autonomy

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The Game Changer, BNZ, The ICEHouse and InGame

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Design Psychology

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Intrinsic Motivators

STATUSACCESS

POWER

STUFF

Gabe Zichermann, 2011

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SOCIAL PRESSURE

AVOIDANCE

UNPREDICTABILITY

SCARCITY

Intrinsic De-Motivators

Yukai Chou, 2012

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Motivating Sales People

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Clear goal

Right tools

Challenge

Feedback

Game Mechanics: The Game Loop

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Street Fighter 4

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Onboarding: LinkedIn’s Profile Completion Bar

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The right time & place

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Mix it Up: Low Friction plus Hard High Motivation Moments

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Type of Content Definition AppropriateStrategy

Tell-taleVerbs

Declarative Info that can only be learned through memorisation

-Mnemonics-Elaboration-Association

-Identify-Recognise-Recall

Conceptual Grouping of ideas, objects having common attributes

-Metaphors-Examples-Concept Map

-Classify-Discriminate-Compare

Procedural Step-by-step instructions for performing a task

-Part-to-whole-Simulations-Why?

-Verify-Perform-Follow

Problem Solving Previously un-encountered situation. Requires application of previously learned content.

-Multiple Examples-Question Protocol-Learning Documentary

-Construct-Create-Design

Right Learning Strategies for Different Content, Karl Kapp

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Learning Principles found in Games

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