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10 Things We Know about How to
Design Games for Learning From
Research
Karl Kapp
Professor, Bloomsbug University
January 22, 2014
@kkapp
Content torn from the pages 
of
The Gamification of 
Learning and Instruction
Keep up with latest thoughts and 
findings:
www.karlkapp.com/kapp‐notes
12. Increasing the number of 
competitors can decrease 
competitive motivation.
Average test scores fall as
the average number of test 
takers at test‐taking venues
increases.

People finished a timed quiz 
faster , trying to be in top 
20%, if they believed they 
were in a pool of 10 versus a 
pool of 100.

Garci, S., & Tor, A. (2009) The N‐Effect: More Competitors, Less Competition> Psychological Science, Volume 
20—Number 7 
11. What percentage of 
adults 50 and older play 
games?
48%
Gamers Over 50: You’re Never Too Old to Play http://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf
70%

Laptops

80 percent of gamers 
over 50 play on a weekly 
basis.  45 percent play on 
a daily basis. 

40%

Mobile Device

24%
Console

Gamers Over 50: You’re Never Too Old to Play http://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf
56% 52%
Card/Tile

24%

Puzzle/Logic Word/Trivia
Board Games

Gamers Over 50: You’re Never Too Old to Play http://www.theesa.com/newsroom/Elder_Gamer_Fact_Sheet.pdf
10. Games Can Influence 
People to Behave in a Pro‐
social Manner
First Experiment indicated that playing the
game Darfur is Dying resulted in a greater
willingness to help the Darfurian people than
reading a text conveying same information.

Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of 
Communications. 60, 723‐724.  Chapter 5 of “The Gamificaiton of Learning and Instruction.
Second Experiment indicated that playing
the game Darfur is Dying resulted in a
greater role taking and willingness to help
than either game watching or text reading.

Peng, W., Lee, M., & Heeter. (2010) The effects of a serious game on role taking and willingness to help. Journal of 
Communications. 60, 723‐724.  Chapter 5 of “The Gamificaiton of Learning and Instruction.
Flying around a virtual world
as a superhero made subjects
nicer in the real world. physical 
world

Rosenberg, R.S. Baughman, S.L., Bailenson, J.N. (2013) Virtual Superheroes: 
Using Superpowers in Virtual Reality to Encourage Prosocial Behavior. PLOS One., 8(1), 1‐9.
Greitemeyer, T. & Osswald, S. (2010) Effective of Prosocial games on prosocial behavior. 
Journal of Personality and Social Psychology.  Vol. 98 . No. 2., 211‐221.
28% helped to 
pick up pencils
33% helped to 
pick up pencils
67% helped to 
pick up pencils
22% intervened
56% intervened
9. Games Must be Embedded 
into the Curriculum to be 
Effective for Learning.
Instructional games should be embedded in 
instructional programs that include 
debriefing and feedback. 
Engagement

Instructional support to help learners 
Educational
understand how to use the game increases 
Simulation
instructional effectiveness of the gaming 
experience.
Game
Pedagogy

Hays, R. T. (2005). The effectiveness of instructional games: A literature review and
discussion. Naval Air Warfare Center Training Systems Division (No 2005‐004). Chapter 4 
“The Gamification of Learning and Instruction.”
Sitzmann, T. (2011) A meta‐analytic examination of the instructional effectiveness 
of computer‐based simulation games. Personnel Psychology .Review of 65 studies
Example

Wouters, P., van Nimwegen, C., van Oostendorp, H., &  van der Sek E.D. (2013), February 4). 
A Meta‐Analysis of the Cognitive and Motivational Effects of Serious Games.  Journal of Educational Psychology. 
Advanced online publication. Doi: 10.1037/a0031311 39 Studies. 
8. Games are more effective 
than traditional instruction 
when multiple sessions are 
involved.
Conventional instruction  for a one‐off is better vs. one game session

Multiple game sessions better than
multiple conventional sessions

Wouters, P., van Nimwegen, C., van Oostendorp, H., &  vam der S .. E.D. (2013), February 4). 
A Meta‐Analysis of the Cognitive and Motivational Effects of Serious Games.  Journal of Educational Psychology. 
Advanced online publication. Doi: 10.1037/a0031311 39 Studies. 
7. Games are more effective 
than traditional instruction 
when players work in groups.
With serious games, both learners playing 
individually and those playing in a group learn 
more than the comparison group, but learners 
who play serious games in a group learn more

Wouters, P., van Nimwegen, C., van Oostendorp, H., &  vam der S[el. 
E.D. (2013), February 4).  A Meta‐Analysis of the Cognitive and 
Motivational Effects of Serious Games.  Journal of Educational 
Psychology.  Advanced online publication. Doi: 10.1037/a0031311 
39 Studies. 
6. Instruction with serious
games yields higher learning 
gains than conventional 
instruction.
Percentages of Impact
Type of 
% Higher
Knowledge/
Retention
Declarative
11%
Procedural
14%
Retention
9%
Sitzmann, T. (2011) A meta‐analytic examination of the instructional effectiveness 
of computer‐based simulation games. Personnel Psychology .Review of 65 studies
Wouters, P., van Nimwegen, C., van Oostendorp, H., &  vam der S[el. E.D. (2013), February 4).  A Meta‐Analysis of the Cognitive and 
Motivational Effects of Serious Games.  Journal of Educational Psychology.  Advanced online publication. Doi: 10.1037/a0031311 39 
Studies. 
5. Third person view in a 
game is better for changing a 
person’s behavior than first 
person.
First Person View
Third Person View

Carey, B. (2007) This is Your Life (and How You Tell it). The New York Times.  And Sestir, M. & Green, M. C. (2010). You 
are who you watch: Identification and transportation effects on temporary self‐concept. Social Influence, 5, 272‐288 
and research by Libby, L.K., Shaeffer, E.M., Eibach, R.P., & Slemmer, J.A. ( 2007) Picture yourself at the polls: Visual 
perspective in mental imagery affects self‐perception and behavior. Psychological Science. Vol. 18: 199‐203. 
Third Person View

“Seeing oneself as acting in a movie or a play is not 
merely fantasy or indulgence; it is fundamental to 
how people work out who it is they are, and may 
become.” Ben Casey

Carey, B. (2007) This is Your Life (and How You Tell it). The New York Times.  And Sestir, M. & Green, M. C. (2010). You 
are who you watch: Identification and transportation effects on temporary self‐concept. Social Influence, 5, 272‐288 
and research by Libby, L.K., Shaeffer, E.M., Eibach, R.P., & Slemmer, J.A. ( 2007) Picture yourself at the polls: Visual 
perspective in mental imagery affects self‐perception and behavior. Psychological Science. Vol. 18: 199‐203. 
5. While playing a game, 
learners will voluntarily do 
harder problems and work.
A math facts game deployed on a handled computer 
encouraged learners to complete greater number of 
problems at an increased level of difficulty. 

Learners playing the handheld game completed 
nearly 3 times the number of problems in 19 days 
and voluntarily increased the level of difficulty. 

Lee, J., Luchini, K., Michael, B., Norris, C., & Soloway, E. (2004). More than just fun and games: 
Assessing the value of educational video games in the classroom. Paper presented at the CHI '04 
Extended Abstracts on Human Factors in Computing Systems, Vienna, Austria.
4. An experience as an avatar 
can change a person's real life 
perceptions. 
An experience as an avatar 
can change a person's real 
life perceptions. In a study 
conducted by Yee and 
Bailenson (2006), it was 
found that negative 
stereotyping of the elderly 
was significantly reduced 
when participants were 
placed in avatars of old 
people compared with those 
participants placed in avatars 
of young people.

Yee, N. & Bailenson, J.N. (2006). Walk A Mile in Digital Shoes: The Impact of Embodied Perspective‐Taking on The
Reduction of Negative Stereotyping in Immersive Virtual Environments.. Proceedings of PRESENCE 2006: The 9th Annual 
International Workshop on Presence. August 24 – 26, Cleveland, Ohio, USA
Who is more likely to run 24 hours later?
A. Person who watched an avatar not like 
them running
B. Person who watch an avatar like them 
running
C. Person  watching an avatar like them 
loitering 
Within 24 hours of watching an avatar like 
themselves run, learners were more likely to 
run than watching an avatar not like them or 
watching an avatar like them loitering .

Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology, 21 (3), 95‐113.
If learners watch an avatar that looks 
like them exercising & losing weight, 
they will subsequently exercise more in 
the real world as compared to a control 
group.

Fox, J., Arena, D., & Bailenson, J.N. (2009). Virtual Reality: A survival guide for the social scientist. Journal of Media Psychology, 21 (3), 95‐113.
3. Simulation/games build more 
confidence for on the job 
application of learned knowledge 
than classroom instruction. 
Simulation/games build more confidence for 
on the job application of learned knowledge 
than classroom instruction.

20% higher 
confidence levels.

Sitzmann, T. (2011) A meta‐analytic examination of the instructional effectiveness 
of computer‐based simulation games. Personnel Psychology .
2. Games don’t have to be 
considered “entertaining” to be 
instructional. 
Do simulation/games do not have to be entertaining 
to be educational? 

Sitzmann, T. (2011) A meta‐analytic examination of the instructional effectiveness of computer‐based 
simulation games. Personnel Psychology .
1. An instructional game will only 
be effective if it is designed to 
meet specific instructional 
objectives and was designed as it 
was intended. 
Focusing on non-instructional elements
will make the game “fun” but not
necessarily educational. Clear
instructional objectives must be met in the
game. Game must be designed to meet
the objectives.

Hays, R. T. (2005). The effectiveness of instructional games: A literature review and
discussion. Naval Air Warfare Center Training Systems Division (No 2005‐004). Chapter 4 
“The Gamification of Learning and Instruction.”
Take‐Away

1) An instructional game will only be effective if it is designed to meet 
specific instructional objectives and was designed as it was intended. 
2) Games don’t have to be considered “entertaining” to be instructional.
3) Simulation/games build more confidence for on the job application of 
learned knowledge than classroom instruction
4) An experience as an avatar can change a person's real life perceptions.
5) While playing a game, learners will voluntarily do harder problems and 
work.
6) Instruction with serious games yields higher learning gains than 
conventional instruction.
7) Games are more effective than traditional instruction when players work 
in groups.
8) Games are more effective than traditional instruction when multiple 
sessions are involved. 
9) Games Must be Embedded into the Curriculum to be Effective for 
Learning. 
10) Games can influence people to behave in a pro‐social manner.
Questions/More Information
•
•
•
•
•

Email: kkapp@bloomu.edu
Email: karlkapp@gmail.com
Twitter: @kkapp
Pinterest: Gamification Happenings
Facebook: http://www.facebook.com/gamificationLI

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