Why Games Won’t Cure the Common Cold, but They Will Solve a Lot of Other Problems
by Rich Mesch
Welcome to the next stop on the blog tour for Karl Kapp’s new book, The Gamification of Learning and Instruction! Hop off that blog bus and shake the dust off.
When reading Karl Kapp’s new book, I was pleased to see reference to Jesse Schell, a professor at Carnegie Mellon University’s Entertainment Technology Center. I remember seeing Jesse deliver the keynote at last year’s Learning 3.0 conference where he, too, discussed gaming and learning. One of the points that Jesse made was you don’t need to “gamify” learning—games have inherent properties that lead to knowledge, growth and behavior change. So to gamify learning, what we really need to do is identify what makes games such effective tools, and incorporate that into our design.His point was that games are good, but applying games to every kind of learning won’t automatically make them better. And to drive his point home, he asked: what if we focused on Chocofication—adding chocolate to everything? Chocolate is tasty, so wouldn’t it make everything better? And to illustrate, he offered many things you could dip in chocolate—some delightful, some unusual, and some downright disgusting.You can see Jesse’s presentation from Learning 3.0 here:
http://www.slideshare.net/jesseschell/when-games-invade-real-life
It won’t have much impact without Jesse’s narration (like most good presentations, it’s mostly pictures with very few words), but you can enjoy looking at all the things that Jesse wanted to dip in chocolate (including his stapler).

Schell briefly made many of the same points that Kapp makes in-depth. Gaming isn’t for every learning experience. Simply dipping learning in game sauce does not automatically make it better; in fact, randomly applying vaguely game-ish attributes to learning (like points, badges, and levels) can trivialize the content.
So why all this talk of gamification? Like most aspects of learning, it comes down to motivation, engagement, and behavior change. There’s a reason we’ve been playing games for thousands of years. They engage us, they draw us in, they make us want to gain skills and improve our performance.
See?
Karl’s books over the years show a definite progression, from identifying and classifying a concept to ultimately codifying that which seems uncodifiable. In Gadgets, Games, and Gizmos for Learning, he looked at the role of story and creativity in learning with a broad brush; in Learning in 3D (with Tony O’Driscoll), he began to put some definitions around the wild, wild west that was Immersive Learning. And in this book, he’s looking for the
rules, the trends, and the benefits that tie gaming to learning.The good news is that we’ve got a good head start with gaming. Gaming has been pretty well codified; the creation of new technologies modifies the rules, but doesn’t inherently change them. Concepts like “boss challenges” and “leveling up” didn’t start with Nintendo. We’ve been “leveling up” ever since someone put one checker on top of another, called it a “King,” and determined that it now had a new set of powers.
So how do we bring the power of gaming to learning? That's what the book is for. Karl says it better than I ever could. You can get your own copy here:
http://store.astd.org/Default.aspx?tabid=167&ProductId=22923
As for me, it’s getting to be lunchtime, and that chocolate stapler is looking better and better.

software
In the first part of this series, we talked about the role of the individual in learning. It’s hard to make someone learn if they’re not willing. But what if they are willing but are not encouraged or worse are discouraged by the person who judges their performance: their manager? What is the manager’ attitude toward the new knowledge and skills learned?
Challenge 1: How does this relate to me? Can you recall a time when you were totally uninterested and unmotivated to learn? Maybe in grade school during history class? For me it was college math. I simply was not interested. Why? I did not ever think calculus was something I would use in “real life.”We know from adult learning principles that people learn best when they can see the relevance the content has to their day-to-day jobs, and to their lives. So, one would think the answer is simple: show people how the content is relevant to them, and they will be open to learning it. As important as this concept is, it’s something designers forget to do as they get all caught up in designing the learning.
We have all heard of corporate agility. We hear the term “agile” all the time related to today’s corporate environment: agile processes, agile practices, agile leadership. In our rapidly changing world, agility is one of the most important skills an organization can have if it is to stay competitive. Agility is the ability to move quickly, change rapidly, and respond to crises, threats and opportunities at the point of need. Of course, the ability to be agile relies on the ability of the organization to quickly gain the knowledge they need to do so. Rapid access to knowledge and information drives the learning agile organization, as defined by Clark and Gottfredson in
Imagine going out and buying a shiny new sports car. Now imagine hitching up a horse to it, and having the horse drag your car to work every day.




