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LEARNING TECHNOLOGIES

What is gamified learning, and how can it improve curricula?

Breaking Through
BY JON WOLPER

T
he screen flashes. A student has just answered a quiz question correctly
and is rewarded with points. Maybe the student gets more points for an-
swering quickly. The next question appears on the screen, and a classroom
full of rapt learners rushes to figure out the answer.
These flashy experiences have become prominent learning tools during
the past few years, as the gamification of learning is seen as a potential path for-
ward for the talent development industry. Gamification can include
the addition of competitive quizzes, games with leader-
boards that pit you against your colleagues, and
the addition of music and countdowns.
Besides the surface-level excitement of
learning through a gamethe immedi-
ate emotional responseare there
real learning advantages to be
gained from this method? And
whos on the cutting edge of
gamified learning?

Successful gamification
If a gamified learning sce-
nario is going to have any
lasting impact, it has to be
well-designed.

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First and foremost, make sure the digits might be demotivated entirely. technology can make the classroom
game is addressing a real business Its also important to let learners space much more dynamic.
need, says Karl Kapp, assistant di- reflect on their gameplay experience Similar apps include Quizizz, which
rector of the Institute for Interactive afterward, Kapp saysotherwise your offers extra features such as more time
Technologies and professor of in- goals might not be achieved. per question. Theres also Pear Deck,
structional technology at Bloomsburg which has the capacity to widen the
University. This should go without Where to look? quiz-show format into a presenta-
saying, but games need to focus on or- Yes, gamification can make learning tion. The question remains, though: Do
ganizational needs. Second, align the fun, but its bigger than that, writes these programs truly impart learning
game mechanics with what happens Aleksandr Peterson in his eLearning or just achieve emotional reactions?
on the job. For games to be effective Industry article 4 Innovative Compa- Though quizzes and leaderboards
for learning, the learner should be un- nies That Gamified eLearning. With can be effective mechanisms for cre-
dertaking the same cognitive thought the right support and strategy, it can ating extrinsic motivations (which
process as they do on the job. If the make learning important. might lead to repeated play and rein-
job requires answering questions, the In his article, Peterson lists a few forcement of content), we believe that
game should include answering ques- companies that have had success with the real value in games and game-like
tions. If the job demands juggling gamifying e-learning. For example, in learning is to help people realize the
priorities, so should the game. the corporate sector, theres Deloitte, intrinsic value of doing something,
Third, he continues, focus on en- which created the Deloitte Leadership says Rebecca Rufo-Tepper, the director
gagement and not fun. Academy, an online training program of programs, professional development,
If you are designing a game with for both employees and customers. and teacher education at Institute of
the end goal of it being fun, youre Theres also ExactTarget, a market- Play, which builds learning experiences
doing it wrong. (If you really want ing software company that uses the via game design principles.
people to have fun, give them the Knowledge Guru, an online game plat- Both the corporate sector and the
day off, Kapp advises.) Instead, en- form that is used to teach through a education community are making
gagement is the magic word. That narrative experience. inroads on gamified learning. Accord-
means designing a game with spe- On the education side, Peterson ing to Kapp, small, start-up firms in
cific outcomes in mind and focusing notes Brainscape, which is a virtual the corporate sectoroften staffed
on learning goals. Add in the interac- flashcard system, and Class Dojo, a by younger people who grew up
tivity that games are known for, and full-on classroom management tool playing games and understand their
youre on your way to a successful that lets students pick avatars and languageare making a large impact
product. Games offer the freedom to earn points for their successes. in the field. Private companies are a
fail, and naturally lend themselves to Theres also Kahoot!, a free quiz bit ahead at the adult level, he says,
interactivitywhich could be a plus platform and app with members that while the education industry is cater-
compared with a more staid class- have published several million quizzes ing successfully to the K-12 crowd.
room learning situation. already. Teachers can offer a question Rufo-Tepper says that the educa-
But just adding things indiscrimi- up to their students, who can answer tion sector is making a large impact,
nately does not make a good game, on their own devices. According to in particular.
according to Kapp. For instance, add- Kahoot! CEO Johan Brand, the apps Right now, new departments focus-
ing quizzes and leaderboards to a use of music, timers, and points ap- ing on game design are popping up in
learning program can be a boon peal to learners emotions. universities around the globe, she says.
leaderboards can help learners set Rethinking the way the classroom Unfettered by the need for commer-
their own goals and work hard to is structured is one of the most impor- cial success, these programs are often
achieve them. But that wont be the tant issues at the moment, Brand says leaders in the field in terms of using
case for everyone. If your leaderboard in an interview with Pivotl. We call it experimental technologies and uncon-
shows the top 10 participants, the per- bringing the playground inside and its ventional game design choices. The
son who comes in at 11th place wont about optimising the environment for students and faculty in these programs
be as motivated as the people above what you need to teach. Its different are helping redefine the whole concept
him. And the person ranked in the triple teaching maths and teaching music of what a game is and what it can be.

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trends

The future said, VR was discussed as one of the Apocalypse, in which players can pilot
Technology obviously has had a major best ways to create empathy within their characters around a 3D, graphi-
impact on learningbut its not going players about situations and people cally immersive location, carrying on
to stop here. New tech on the horizon they might be uncomfortable with. sales calls while running from zombies.
may affect gamified learning expe- Similarly, Kapp mentions aug- The great thing about games is
riences. For instance, there are the mented reality, or AR, as a possible that they provide rich and robust
increasing developments in artificial new horizon for gamified learning. He analytics, Kapp says. In the zombie
intelligence. notes the enormous success of Poke- game, trainers are able to see how a
Advances in artificial intelligence mon Go, the mobile game that tasks sales rep did in the sales call as com-
through complex machine learning players with catching the creatures, pared to an ideal model and track
algorithms, for examplehelp cre- which are placed against a backdrop progress over time. Neither of these
ate realistic simulations that players of the players actual location using technologies is overly new, but they
can react to, Rufo-Tepper explains. the phones rear-facing camera. are being used in new ways.
She adds that the burgeoning field of Theres also the marriage of learning
virtual reality could become a factor, with video gamesless simulation, more Jon Wolper is a writer/editor for the Assoc-
tooat the recent G4C conference, she actual game. Kapp cites Zombie Sales iation for Talent Development; jwolper@td.org.

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