Gamification Embodied: Beyond Points and Prizes with Dr. Karl Kapp
📑 Chapters
00:00 Story Highlight
01:39 Introduction to Dr. Karl Kapp
02:42 Key Gamification Questions to Explore
05:12 The Importance of Action in Learning
09:05 Gamification and Its Core Elements
13:56 Neuroscience Behind Action First Learning
21:45 Transformational Learning Experiences
25:34 The Role of Storytelling in Learning
30:03 Exploring Virtual Reality and Avatars
30:30 Virtual Reality in Skill Development
35:26 Fictional Narratives and Transformation
40:49 The Role of Fantasy in Adult Learning
46:57 AI as a Guide in Gamified Learning
52:15 Nurturing Curiosity and Wonder
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MAGICademy Podcast (00:00)
People assume gamification is points, badges, and leaderboards. Why people play games is because of challenge, because of trying things that they wouldn't ordinarily try, eliciting their best performances. Adult learners learn best when they know they don't know something. So if you start out and say, okay, I want you to sell this item to me, go. And then all of a they have to, they're in that mode, they have to do it right away. They don't have time to process it, they don't have time to...
you know, oh, I'm not a salesperson, oh, I'm not, you know, they just go. And so that idea of triggering immediate responses is one that gets people a little bit out of their comfort level. Solving your senses by taking actions like making a decision or drawing a card or solving a puzzle in an escape room, it involves more of our senses, more of our body. Humans were meant to be, use all our senses, right? That's why we have them. Like the sense of touch or.
sense of smell or those types of things. Adding those elements of fantasy triggers that sense, like playfulness and curiosity in people and everybody's the same and we're all curious or interested in what's going to happen. I would argue that as adults we kind of have this filter that says, well, work, we shouldn't be serious, we shouldn't be... But you have to bring your whole self to work and your whole self to learning. So if we decide to only...
go after the cognitive self and not engage in play. The opposite of play is depression and not work.
Jiani (01:39)
Welcome to MAGICademy Podcast Today with us is Professor Karl So good to have you finally Professor... It's been a while Yeah, that's beautiful So for our audience who... You may have known him For those who haven't
Karl Kapp (01:45)
Hi, great to be here.
Yes, yes, it's been a while. I'm glad we've finally connected.
Jiani (02:02)
Professor Karl is from Commonwealth University and he is an international expert in gamification and game design leverage elements of games and gamifications in a science-based way to empower learning and ultimately transformation.
So he has a new book actually coming up and it's called Action First Action First Learning. Yeah perfect. So So the goal of today's conversation is to explore on a very fundamental level first
Karl Kapp (02:25)
I do. Yes,
Jiani (02:42)
what is game-based learning? And a lot of times when we think about games, it's like leaderboards and rewards and very on like a very surface level. So it will be very curious to know what exactly is gamification on the learning and transformation perspective. And then we'll go into why action first. And then we'll dive deeper into the neuroscience behind why we need to act first before we learn.
We will explore virtual reality, the future of learning and avatars and AI and coaching. So all that beautiful content in the book.
Karl Kapp (03:21)
Yes, yes, very robust conversation ahead. Yeah.
Jiani (03:24)
Yes, beautiful.
Alright, so let's start with the first question which I just ask every guest. So, beep beep beep, in front of you lands a spaceship. An out walks a very friendly alien. If you were to use one word, one sound, or one movement to invite the alien to play, what would that be?
Karl Kapp (03:45)
I would say come forth. Is that two words? that count? Come forth. Because I think when people come together and make a connection, people are aliens. I think that is the most valuable thing. I think one of the most interesting things to me was when Margaret Mead said,
Jiani (03:50)
Sure, can use a dash to connect to make one.
Karl Kapp (04:11)
They asked her, think when people became civilized, like what did you look for? And she said, I looked for a mended broken bone. And they said, well, why? And she said, well, because that meant that humankind cared enough about another person who was no longer just bringing food or gathering food, but caring for them. So I think, you know, come forth as an act of caring and an act of showing your kindness and compassion to someone else.
Jiani (04:39)
And isn't that true? Because this current world is getting more and more divided and the critical moment for us to come back to the basics is to come reunited, regardless of who you are, where you're from, human or not.
Karl Kapp (04:45)
Good luck.
Yeah, absolutely. I mean, there's so many things that we're we're
we have in common, much more than we have difference. And I think a lot of forces are trying to highlight the differences and brush over the similarities.
Jiani (05:12)
Yes, focus on the similarities first. Wonderful. So why action first learning? What's so special about action?
Karl Kapp (05:15)
Yes.
So
yeah, so it came out of a little bit of a frustration. So, you know, if we think about learning environments, an awful lot of times we set the tone with like learning objectives. We set the tone by lecturing to students or professionals. We set the tone by being very, listen to what we have to say. And even though in a back of minds, we know we should do action, we know should we do.
So my thought was one day was what when we start that way and then we try to get learners involved, it's really an uphill battle. But I've learned through my 30 plus years of teaching and interacting with folks that if I get them involved early, if they do something early, it sets the tone for the rest of that interaction.
And so it came to me like, okay, gamification is good, but sometimes it's done very passively. Like answer this question and get some points, or then get enough points to get on the leaderboard. But it's not really me taking action, doing something, making a decision, drawing a card, putting on the goggles, walking into a space I've never been in before, looking for dangers, you know, through VR. So I wanted to express the idea that
We want learners right away to do something and to take action. so that's, and there are other terms out there like action-based learning and activity-based learning and things like that. But a lot of them have, I think what happens is they get research around them and they get a certain label. And then people start saying, well, that's not,
active learning really and that's really not problem-based learning and that's not and then they get into these semantics and I think the practitioner goes what what am I supposed to do like I don't understand I don't I just want to help my learners learn so I said okay action first learning it's it's not a term that's out there we're going to use it as an umbrella term and we're going to use it a little fast and loose because I really want the
philosophy to be out there. The philosophy is as soon as a learner enters your learning situation, make them do something. And just like, know, we did this wonderful ritual today, right? It sets the tone, right? So and that's why you do that. And that's what I think we need to do from a learning perspective. We need to set the tone so that the learners know what to expect and are performing at a high level.
Jiani (07:49)
out
Karl Kapp (08:04)
in the instructional situation.
Jiani (08:06)
beautiful and a lot of times like you mentioned when people think about gamification they it's not necessarily for them to think about action it's like points and compete what is on the fundamental level what is gamified learning what is the most
core elements of games that really contributes to learning. And also when we think about learning, it's not just like learning, it's like change. So we are facilitating change and transformation, change, and it's a skill coming from level one to...
level two. it's a biological, cognitive, embodied change. So how does game elements facilitate that sort of change and micro evolution?
Karl Kapp (08:49)
Yeah.
Yes.
Right, so I think I want to separate gamification a little bit. I think a lot of people assume gamification is points, badges, and leaderboards. And the problem with that is no one plays a game just for points. So if we said, OK, let's play a game. I'll give you 10 points every five minutes, it would get very boring. Why people play games is because of challenge, because of pushing themselves to the limit.
and because of trying things that they wouldn't ordinarily try, eliciting their best performances. So those aspects, I think, are really what drive people to play games. So if you think about even like a simple game of tic-tac-toe, I'm trying to do my better performance than you are. I'm trying to figure out and think about the challenges. How can I think differently than you?
when I put my X or my O down, and how can I do it in a way that's more clever than you, and I win? And you're trying to counter me at every move. So I might say, I'm put my X over here, and then you put your O, and I'm like, no, that's not right. Okay, now I have to think differently, right? I've been challenged to think differently. So that's on a very simplistic level. But when we think about human endeavors in general, we're always challenging ourselves, we're always trying to...
move to the next level. So when we challenge ourselves and overcome a challenge, that mentally levels us up, which means, I can do that. I've done that. And in fact, there's research that shows that overcoming challenges actually builds confidence. So one of the problems I think in a lot of situations is we don't give people
challenges that are meaningful enough. And so they're like, yeah, I'm at level four already. I'm pretty soon over level six. No big deal. Right. right. Exactly. And if, and if the, and if the challenge doesn't care, right, it's not hard enough, then the person's not going to care. So good gamification at its fundamental level is creating a situation where you're challenging the learner to overcome something that they can overcome.
Jiani (10:58)
So what?
I sensed a lot of motivation kind of coming because we can't without games set a little bit like stretch goals and try our best meets and
succeed. However, the gamification comes in to make the process more enjoyable, make the motivation so much more easier to do and so fun and less lonely. So it's not just me playing the scan against myself. ⁓ okay, I'm playing this way somewhere else. I'm not lonely. And also this process is fun. We can do, like you mentioned in your book, like escape rooms and cards, games. So it's all like tickling, like we're tickling.
Karl Kapp (11:36)
Yes.
Yes, yes.
Yes.
Jiani (12:01)
ourselves as we grow.
Karl Kapp (12:01)
Yes, yes.
And giving yourself a reward for overcoming that challenge. So not just, yes, I overcame the challenge and I gained confidence, but yeah, that's great. Now I'm gonna go out to dinner with somebody or I'm going to, or now I'm get a raise or now I'm going to pursue another job or now I can, you know, I did the 5K and I did the 10K, now I can do the half marathon. So those are.
ways of motivating yourself as you pointed out in that pursuit of overcoming challenges. Because if we as humans stop trying to overcome challenges and we stop growing and you know the alternative to not growing is declining and so we always need to have these challenges whether we do it or not. It's so fascinating to me you know some somebody will say ⁓ this person you know they're not really
trying very hard in this area or they're like phoning it in at work or whatever. But if you dig a little deeper, they're perhaps, you know, the dungeon master of their local Dungeons and Dragons and they're exalted for that or they're the best.
crochet person who knows every pattern and can help everybody. So we all have these areas of expertise or knowledge that we tap into and that we challenge ourselves. So even if it's not like traditional, like, that person's climbing the corporate ladder, it might be that their challenge every day is to make sure that their lawn is immaculate and they have the rows just right. And they're recognized for that among their peer group.
Jiani (13:41)
Yeah, or building
a company and overcoming all sorts of challenges to make sure that little baby grew and become a contributing entity to the world. That's beautiful. And so.
Karl Kapp (13:45)
Yes.
Yeah.
Yes.
Jiani (13:56)
Coming back to the action now, so with the context of, okay, gaming is about motivation, it's about growth ultimately, so it's helping us to grow in a very pleasant and social way. And so why action should come first? Because I like the word you put first, it's not action-based, it's like action first. So there's a preference of sequence here. So neurologically, why would action first really sets it apart from other ways of
change.
Karl Kapp (14:26)
Right, yeah, so that's
a great question. So the idea behind Action First is that it goes back a little bit to Malcolm Knowles, who was an educational, he coined the term andragogy. So adult learning is pedagogy, andragogy.
And he said one time that adult learners learn best when they know they don't know something. And so anytime you have an adult learner and you have them in class and say, I'm gonna tell you, know, five ways you can be a better salesperson, adult learner will go, you know, I know six ways, this is a waste of my time. So if you start out and say, okay, I want you to sell this item to me, go. And then all of a sudden they have to, they're in that mode, they have to do it right away. They don't have time to process it, they don't have time to.
you know, I'm not a sales person, I'm not, you know, they just go. And so that idea of triggering immediate responses is one that gets people one, a little bit out of their comfort level, because when you come to training or you log on to training, you expect, you know, to be spoon fed often. The second thing is that it, especially in a classroom, it's very social because we can't often solve problems ourselves. The third is it,
shows you what you don't know. And so if you go, oh, go ahead and sell this thing, like, oh, well, I don't know how to sell in this situation. So all of a sudden the person realizes they don't know something. Now they have this gap. And so they're more open to filling the learning in. And involving your senses by taking actions like making a decision or drawing a card or solving a puzzle in escape room.
involves more than our two senses, right? It involves more of our senses, more of our body. Humans were meant to be very, use all our senses, right? That's why we have them. And a lot of learning situations don't leverage all those senses, like the sense of touch or the sense of smell or those types of things. And so I think adding those into the environment is very important. mean, I
used to work in manufacturing and this woman will always tell me this story about it. said, I used to work with this one guy and he mixed up a batch of chemicals and she would always say like, and he was the only one that can mix it perfectly. So she said to him one day, like, how do you know how this is mixed? And he goes, well, I go over and I stick my finger in and I go like that and I can taste whether or not, now it probably killed him eventually, right? But he's like, that's how I know.
Jiani (16:58)
Hit!
Karl Kapp (17:01)
It's a perfect, and so he's using his sense of taste. So I'm not saying that we should all sip dangerous chemicals, but the idea that he on the job was using multiple senses and we on the job typically use, know, I can hear when my boss is coming because the way she clicks her heels on the floor or I can smell the perfume or I can, you know, see the, so those kinds of things.
Jiani (17:08)
Yeah
Karl Kapp (17:29)
all go into our making decisions and so our learning should be like that too. We should be all involved, all in on the learning and that's what makes it immersive.
Jiani (17:39)
And that reminds me because I've been looking into some research about like embodied learning and how our minds actually need our body. And a lot of times, whether we're coaching, whether we're learning something, it's all focused on here. Like we use a lot of visuals and then trying to make our working memory process a lot of information in very short period of time. We're trying to cut the video short. Yeah, we just, we can go so far only. However, lot of actually more learning can actually happen in a body.
Karl Kapp (18:08)
muscle memory, right? You think of, you know, I always think of sports stars who, how does that receiver know the ball is behind him, right? And grabs the football and just runs with the these like a sports analogy, or how does the ballerina know where that bar is when she's on the balance bar, right? So all of those are are
action first, you know, you've got to get on that balance beam. You could study all you want, but you're not going to balance on that beam until you actually get on that beam. And I 100 % agree that there is this whole missing part of a lot of our learning designs and action first learning tries to make up for that.
Jiani (18:52)
Yeah, and also GAM makes up for that because GAMS does not only be here, GAMS takes hand to play. Play itself is an embodied way of learning.
Karl Kapp (18:59)
Exactly. To move the pieces,
to draw the cards. Yeah, absolutely. Yes. Yes. And there's something about, you know, tactile learning or experiences that stick with you. know, if I ask you or anyone, like, what does a playing card feel like? You can picture that. You know what it feels like. And that comes to mind almost right away. So that's the kind of draw.
Jiani (19:06)
That's beautiful.
Karl Kapp (19:29)
tactile draw that I think can be leveraged for learning.
Jiani (19:34)
Now I'm curious why the tactile memory tends to be faster to retrieve in our mind. Is there any research supporting that? It's when we involve our hand, it's easier for us to retrieve.
Karl Kapp (19:48)
Yeah, that's a good question.
I don't know research on that specific area. That would be very interesting. I do know, you know, for children, you know, they often do the Montessori School, the Montessori method, which is very tactile and hands on method. I saw a gentleman from Harvard the other day was talking on YouTube about the high percentage of middle school and high school students who are completely disengaged.
at school because they're not using, they're not, I think they asked them like, do you get a chance to think for your own or do your own projects or whatever? And a majority of them said, no, I have to do what everybody else does. And if you think about the overcoming challenge and you think of motivation, me doing what you've told me to do is not as motivational as if you say, okay, I want you to build a castle.
How do I do it? I don't care how you do that. You figure out how to build a castle. And then you say, hey, well, wait a minute. I need to know about levers and I need to know about pulleys. And now you're getting that information where if I say, okay, here's how you do it. You stack this on this and use a pulley to do that. It's a completely different experience.
Jiani (20:58)
And so I would assume that it's resonating with adults too. So it's actually age agnostic, no matter. So whether it's kids or adults, it's all this interesting.
Karl Kapp (21:05)
Yes.
Yeah, I think we
like to pretend that adults are not just big kids, but I think they're just big kids.
Jiani (21:17)
I think so. And I think that's the beauty of it. Like we don't want it to go the other way around. The beauty of it is we get the chance to reverse and then we always see this world from a new perspective and that gives us new challenges because otherwise I'm done with all the challenges. I'm pretty good. I'm all set. Like nothing to learn. Okay. So what? Okay. Then what?
Karl Kapp (21:40)
Yes.
Jiani (21:45)
That's great. So and in your books you've mentioned some games about like board games, escape room games, and then later on the virtual reality and the avatar. Before we venture into the virtual reality avatar and AI co-team. So in terms of like traditional board games or traditional like escape room games, if we were to design a
experience, for example having someone to go through an escape room, are there any underlining design principles that an effective escape room can achieve in terms of transformation, change?
versus just a typical entertainment escape room experience. What would be the principle that differentiates transformational and entertainment kind of escape room?
Karl Kapp (22:53)
Right, think that's a great question.
think the one thing that I talk about with the action first learning model is that it all, no matter what activity you're doing, it ends with reflection.
And I think one of the big differences between entertainment activity and a learning activity is the amount of reflection. So a typical person who plays an escape room, has an escape room, can, if they sit down and think about it, go, well, I learned this about communication and I learned that about communication. But typically they would not do that. So.
Action-first learning is a specific design that includes that element of reflection. So asking the learner, okay, you were in an escape room and you had trouble with this one puzzle and somebody else had pieces of it. What prevented you from getting those answers or getting those pieces? And then as they talk through it, then you say, well, how would you then in a situation with you're working on a team,
overcome that similar communication issue. So the idea is to use the experience to encourage, force maybe is a strong word, but that reflection piece which makes it different than the entertainment piece. And the other thing is that it would be done designed with purpose. So for example, purposefully we'll set up a situation where they have to communicate and if they don't there's a breakdown. Okay, we're going to discuss about it.
Where in a typical entertainment scape room, it might just be set up that, okay, this looks like an interesting puzzle. Let's put this puzzle in there. Well, it's not enough just to have an interesting puzzle when you want a learning outcome. It needs to be purpose-built. And so that's the big difference is we purpose-built these experiences so that the learner, if they're really forward thinking, can reflect on it or so we can...
walk the learner through a reflection that leads to that learning out.
Jiani (25:02)
think the learning outcome, the reflection plus the learning outcome is really...
the key pieces and when you're talking about the learning outcome and when I'm thinking about the escape rooms or the virtual realities or avatars coming next, the narratives, the magical stories really kind of can tie things together and games also is stories we're exploring and experiencing inside the story. So what role does
good story play and what makes a good story that differentiates itself from a learning or transformation based story versus just an incontaminate story.
Karl Kapp (25:46)
Yes, yes.
So that's a great question and a great observation. So the idea, mean, story is context. So the other thing about adult learners is they want to know why they're doing something. So a story provides the context for why are we doing this.
And one of the things I think that works well in terms of story is similar situations, case studies, or just describing that to them, we're doing this because we're gonna work on communications. And here's a story that's going to help transform the way you communicate with your team, for example.
And so when an adult understands, that's why we're doing that, we're not just doing an escape room to do an escape room, we're doing it because we want to reach these outcomes, that can be helpful. And then if you add something like, okay, here's a client that you typically have and the client's having this problem, you're also going to solve this problem as you communicate as a team. Now you're adding relevance to the situation and you're making it impactful for that learner. The other really interesting thing about stories are
and these kind of action-first experiences is that people tend not to forget about them. So they'll be talking about them. And I've been in team meetings where somebody said, hey, remember when you said this and we had the breakdown, let's apply that here. And so you get that transfer, I think a lot more easily because you have this third party event.
that you can refer to. you don't say, hey, John, you're not communicating. You can say, hey, John, remember in the escape room, we had trouble solving that puzzle, and the way we solved it was you wrote everything down first. Like, let's try that here, right? So you can get that kind of validation of what happens through these stories that are relevant to what's happening on the job. It doesn't have to be a one-to-one. It can be based on a true story.
Right, it can be an amalgamation of a lot of situations, but if people recognize themselves in those situations, it can be very helpful.
Jiani (27:54)
That's great. And when you're talking about the stories, the just comes to my mind, like a basic structure of a story with a beginning and a starts, a middle and an end. And it's usually like this. So it's like starting and we're going to climax and then we solve when we go out. is it does this typical like story screenwriting apply to that to to get them?
Karl Kapp (28:17)
Yeah, think, yes. So the one thing I'll
add in there, which I tend to think about for learning stories is a sense of tension. So the tension is the person doesn't know what to do or doesn't know what the right answer is. And so through this story, they find out, learn what they need to do to resolve to get to the denomé or whatever of the story. So the idea,
is that the story has this little bit of a tension about I don't know what to do exactly and I need to learn what to do in order to get to the ending that's desirable. So that kind of tension, I think, just adds just enough so that the learner goes, yeah, mean, ideally the story would always have an aha moment where a person go, ⁓ I got it. I was thinking this.
but it's really this, okay, ⁓ I was thinking we were communicating, but we really weren't communicating. Okay, I got it. And so those types of moments are what can really lead to the learning. And I think a lot of traditional learning doesn't try to be that, I mean, a lot of traditional learning tries to be so straightforward, like this is the answer, this is what it is. And people get really bored with that. And so if we don't, if we don't as designers start designing that in,
then we're gonna be replaced by AI because AI can just spit out stuff. But if we add these senses of mysteries, the aha moments, these connections that we didn't know existed, that only humans can connect, then that's when we bring real value and have real change and transformation.
Jiani (30:03)
That's beautiful. a sprinkle in a little bit suspense, magical suspensions. Where is your suspense? here we go. Work with AI, figure out some suspensions. Pick one out of a hundred. That's beautiful. So stories. And then that actually ease us into the next topic about virtual reality and AR. And in your book, there's like a few chapters talking about avatar and...
Karl Kapp (30:07)
Yes.
Hahaha.
Right.
Yes.
Jiani (30:31)
virtual reality and and I would figure I would assume that to be able to invite somebody to fully participate in the stories we need to give them a body so they can experience the stories with legs and head yes so from the
Karl Kapp (30:45)
Yes, with legs. That was a mistake Verizon made, right? No legs. Yes, yes.
Jiani (30:56)
the science perspective, why virtual reality makes such a big difference. If virtual reality is a vehicle for learning, what extra speed or what extra spaces that AI (XR) is able to afford that's different than everything else.
Karl Kapp (31:12)
Great.
So I think one of the main values is the level of immersion. So we talked about before about hearing things. So imagine if you have to train to do safety checks on a platform, oil platform in the middle of the ocean.
very dangerous to do in real life, very expensive to do that kind of training in real life, et cetera. But now imagine if you could feel what it's like, know, the wind in your face, you could hear the sounds, you could smell the ocean. So now all of your senses are keyed to what's happening. You can look around, you can see the top of the tower. So you're immersed in that kind of world and environment.
And as you look around, you know that you're there. And there's been instances where people have actually forgotten that they were in a virtual reality, not for long term, not like three days later, hey, where am I? hey, for a couple of minutes there, I thought it was really on the platform, like that kind of experience. And that's a truly immersive experience. mean, if you think about the best possible training situation,
Jiani (32:13)
I'm probably getting dizzy. I was like, aww.
Karl Kapp (32:27)
is the apprentice and the journeyman, right? And that was probably the best. The problem with that is it's not scalable. Like I can't have apprentices for every, or journeyman for every apprentice. But now you can make the environment virtual reality, the journey, right? And now I can learn from that environment. It can guide me and it can give me extra information. It can warn me of danger. It can allow me to see the consequences of that danger in a safe environment.
It can give me cues just like the real environment. And what that does mentally is your mind, if it's a good VR, your mind is there as if it would be in the actual place. And there's been some research about how studies and simulations, like 20 % more confidence, somebody going through the simulation of applying what they know on the job than in the classroom environment. And the reason for that is because the classroom environment is an artificial environment. It's not rude.
It's not where I need to apply the knowledge. It's not where I'm going to actually fix the oil rig. I'm going to be out on the oil rig. So if you could put me out on the oil rig and help me fix the oil rig, wow, that's the learning. previously, the technology didn't allow that, but now it does. And so that gives us that sense. And then the other thing that it can do, the virtual reality world, is it can then zoom us in or zoom us out. So now we can see
micro view of molecules or of parts or pieces of equipment, or we can go way up to see the overview of what it looks like. So now we have the ability to see different perspectives at our whim. And that's going to help us solidify, this is where this is in the big picture. This is where this is. We did some training years ago for Kellogg's factory where they made Pop-Tarts.
And one of the things that we did was during shutdown, we went into the piece of machinery and film like how it was spitting out pop tarts. when we did the training, it wasn't VR at the time, but when we did the training, somebody said, I never knew what went on inside that machine. I had no idea how it operated. So now think of a VR environment where you can zoom into the machine and see exactly how it functions. So that's gonna inform you when you go to troubleshoot.
when you go to put in product, when you go to take out product, now you know how it works. And that's missing in a lot of areas and VR can allow that to
Jiani (35:03)
It brings us a lot of contextual information that's historically been missing through other mediums, like classroom, video, article, blog, or even like a video game. I mean sometimes video games can be VR too.
Karl Kapp (35:21)
Yes.
Jiani (35:26)
So the example that you shared is more of a realistic one, like high in high stake, high danger kind of space. If you conduct training, it's safe to be in that environment. What if it's like in a fictional, um, a story based environment? How would, how would a virtual story based experience differ than say, uh,
board game with a story.
Karl Kapp (35:54)
Yeah, yeah. So, yes.
So let me give you an example of a researcher years ago in a virtual environment Second Life. And she had her students, not all at the same time, but dress up as the Kool-Aid man, you know, the big Kool-Aid, hey, Kool-Aid, and go to a nightclub in Second Life. And...
Jiani (36:18)
Cool.
Karl Kapp (36:19)
Yes,
exactly. so what happened was at first, everyone was like, that's cool. Right.
Jiani (36:22)
Wait are they 18 (meant to say 21) plus? I'm gonna go nuts. I guess not.
Karl Kapp (36:26)
Yeah, people may not you might have to Google some people might have to Google Kool-Aid man, but when Kool-Aid man went to right. When Kool-Aid man went to the nightclub, it was very interesting because at first people are like, yeah, that's funny Kool-Aid man. The Kool-Aid man starts dancing and bumping into people. And then people started shunning Kool-Aid man and not wanting Kool-Aid man to come in. Wouldn't let Kool-Aid man come back to the nightclub.
Jiani (36:27)
It's okay, no alcohol is involved, that's okay.
That's actually 21st.
Karl Kapp (36:54)
started discriminating against Kool-Aid men. So if you wanted to experience a high level of discrimination, it'd be very hard to do that like in real life without being in some kind of danger or people picking on you or whatever, but virtually they could experience that in a real discrimination, but in a safe environment because it was virtual and they were just as Kool-Aid men. So...
That is one way where you can kind of conceptually do that. Another way to do that is some people have, you know, with the story, one of the things that we forget is stories are, fiction is a way of teaching us using our imagination. And so we are, if we create a story in this virtual environment,
we can allow a person to expand their imagination and you lose your defenses. So for example, if I said to you, oh, you're a manager and you work at a bank, you're a manager at a bank and this happens, you might go, huh, that never happens to me at the bank. I'd never do that.
But if you said, okay, you're a manager on a spaceship flying to Mars, that suspended disbelief is like, okay, now what do I need to do? Right? All of sudden you assume this role that you don't have any baggage for. And you start doing actions as if you would, as if you were a bank manager, but you're doing actions as if you're a space manager and you're trying to figure out what happened. And so there's research actually very clear about this, that it allows people to actually
escape some of their assumptions and preformed habits because now they're in this brand new environment. And there's some research also that shows that kids actually learn fantasy environments more effectively than they do kind of in real environments, like the fantasy words. And the researchers belief is because like I don't encounter the word orc all the time. So I have to figure out what is the orc? How do I study it? What is a goblin? I don't think
I don't know Goblin all the time. got to figure out what it is. What's a Death Eater? So they spend more time learning these terms and terminology than maybe things that, yeah, you know, I know what a coupon is. I know what a ratio is, you whatever. So they put actually more effort into learning it, which is really kind of interesting. And again, I would possibly, so do adults. mean, look at the adult fan clubs of, you know, there's adults that speak Klingon. It's not even a real language and people speak it. Klingon, right. So
Jiani (39:31)
Well, cling on.
Karl Kapp (39:34)
Why do they do that? Well, because they're invested in that fantasy and that environment and that's meaningful to them. And so when we think about creating fantasy environments for learning, it can be very meaningful.
Jiani (39:35)
you
And I think you brought a very interesting topic about like the kid like, so the kids learn, they invest more time, their motivation is much higher in a story like space, send for adults. So this kind of kid like child like state, would you safely hypothesize or maybe there's a research showing that regardless of
your age, if we are being put in an environment that's so far away from our familiar spaces, adding a little bit narratives and fantasy and interesting suspensions inside a story far away from planet Earth, would that type of environment tend to trigger a childlike sense of wonder?
the motivation to explore from ground zero to multiple dimensions.
Karl Kapp (40:50)
I think so, I don't know of
exact research, I do through observation and through looking at some research in very narrow areas. It seems like the idea of fantasy evokes a sense of curiosity, the sense of exploration, wonderment, newness. Humans definitely like newness. So we seek things that are new or different.
our minds have been pretty much programmed. I kind of say to people, have you ever driven home and not even remember driving home, right? Because it's so familiar to you. But that one thing that was different kind of stands out all the time. So we're attuned to looking for things that are different because as we were in our primitive form, it could kill us.
Now it probably can unless it's like a meteor from the sky but but the idea is that we actually are attuned to new different things Curiosity and we want to experience things that we don't experience all the time That's why people travel right because they want to experience a new country and they want you know so so Right. Yes, exactly. And if so if you think about work
Jiani (42:02)
shift context.
Karl Kapp (42:07)
and there's no shift in context forever for training or for whatever, then people aren't gonna be as attuned. So adding those elements of fantasy triggers...
that sense like playfulness and curiosity in people and everybody's the same and so we're all curious or interested in what's gonna happen. I would argue that as adults we kind of have this filter that says, ⁓ well work, we shouldn't be serious, we shouldn't be, but you have to bring your whole self to work and your whole self to learning. if we decide to only,
go after the cognitive self and not engage in play. Like someone said the opposite of work is not play, the opposite of play is depression and not work. So we don't want to have a whole group of people that are depressed, that are not having fun, that are not enjoying themselves. You're not going to get the highest productivity that way. And so training, while it can't change all corporate culture can
add those elements in it where other like accounting is not going to do that right marketing is not going to do that he's going to do that training training and development learning
Jiani (43:23)
beautiful. Is fantasy a major genre, kind of narratives that creates the most childlike wonder state or are there other kind of types of narratives that also tends to trigger similar levels of curiosity?
Karl Kapp (43:42)
I don't know if it creates the most
childlike state. That's a good question, but it does definitely trigger that. you know, I have a colleague, he works with Lego and he always says, you know, he'll take chief executives and sit them down with Lego brick and they're like different people. And he says, you know, we're going to use Lego brick to visualize the problems that your company's having.
and they do that and it's just that combination of play, tactile, I think a little bit of nostalgia and that gives them that experience. So there's lots of different tools that we who work in human development can bring to the table that other people don't necessarily think about or think initially.
might be childish, but then when they get into it, they're like, ⁓ this is really interesting. mean, creativity comes from play, innovation comes from play, children learn from play. So for example, kids go to school all day and they may complain about school, like at fifth grade or whatever, or mean, five years old, I hate school, but what do they do when they have their friends over, they play school? I'll be the teacher, you be the student, right? And they go through that process and then they...
They play as they go along different roles. And so, and then adults do it as cosplay, right? Now it's acceptable to dress up like your favorite superhero. So the idea is that we never really lose that wanting to role play or see what it's like to be somebody else or involve that in fiction. mean, fiction is...
entering a world where you're somebody else or you get to know somebody like you get to know a spy that you would never know or you get to know an alien that you would never know. So all of that and then it also stretches your imagination. So for example the very first this is a little I don't want to get too dark but people were saying hey I can never imagine that terrorists would fly planes into the World Trade Center right. But actually years before in fiction
they describe that very scenario. So what play does is gives you the permission to think the unthinkable. And then you can now counter the unthinkable or you can implement what was previously unthinkable in a negative way, but also in a positive way, right? You can say, hey, what if our company did this? okay. And so I think fiction, play, and creativity are all wrapped together.
help us move to the next level whatever that happens to be.
Jiani (46:28)
in a gamified environment, the ticklings.
That's great. ⁓ my God, we're reaching a full kind of circle now. Before we conclude, I know people are interested in like AI and coaching and also in the previous kind of top the conversations that you're talking about Montessori and one-on-one apprentice and the coach. So how can AI...
Karl Kapp (46:37)
Yes, we are.
Jiani (46:57)
play a role maybe through avatar to really help people, guide people one-on-one at scale in a gamified fantasy environment toward their transformation.
Karl Kapp (47:08)
Yes. Yeah. Yeah. Yeah.
So, I mean, I think there's a lot of possibilities. So, for example, let's say that, like I set up a chat bot actually to do sales coaching, but in the form of Dungeons and Dragons. So said, okay, this is the environment that you're in and you have to sell things in this world.
and you're selling gems. And so then the chat bot interacts with me and asks me questions. And I ask it questions as if I was trying to sell out the gems and it gives me feedback. And I have a, I use the spin model for sales. So it actually knows the model. And then at the end, because it's AI and recording everything I do, I say, okay, now give me an assessment of how I did with my selling skills, selling this particular gem.
So it can give me that kind of feedback and information. there's a lot to set it up, it's still, is not a hundred percent right now. That still hallucinates and some of us things are like, what is that? But if you look at the potential, yes. So if you think about what is potential and testing out now, AI can be that third party.
Jiani (48:17)
coming from the database that I provided you.
Karl Kapp (48:32)
objective voice, but I also do that in a really fun way. I did a presentation one time for a group and I had AI chatbot as my co-presenter. her name was Jane after Jane Goodall, taking care of the apes. And I ran through a practice session and one of the sponsors of the event said, wow, I thought that would be funnier. And I'm like,
⁓ interesting. So I'm like, okay, I went back and I said, okay, AI chatbot, I want you to have the personality of Robin Williams, Steven Wright, and a little bit of Ellen DeGeneres thrown in there. And so then the chatbot came back with jokes and with quips and with and it was much more lively interaction that I had with this chatbot because I gave it a personality.
And so when you add a game world and give the chatbot a personality, now you're interacting with an entity that is multidimensional rather than just one dimensional. So just like action-based learning, instead of just saying, OK, you're going to be a content expert in this area, yeah, you're a content expert, but you're also a comedian. You also have this backstory.
You also do this and every once in while throw out this piece of it. And now you're dealing with an entity that's multifaceted. And that's much more interesting than a one dimensional situation. Then you throw games into it and now it's doing some game stuff as well. And now you're firing on many cylinders.
Jiani (50:18)
That's beautiful. It's also when we talk about multidimensional, it's like sometimes we don't know, sometimes we think we know but we are wrong. So it's like the suspense is coming back not only through the narratives but also through the characters empowered by the AI. That's great.
Karl Kapp (50:31)
Yes, yeah. And you
get to know the character. So there's a sense of familiarity. We also like familiarity. And so that gives us that sense as well.
Jiani (50:40)
continue. so okay. coherence, even though there's our different dimensions. Great. Wow, I feel like we talked through the books. Are we missing any key points? Great. So there's a lot of more details for our audience to dig deeper and to create this purposeful reflective spaces as we touch the books and flip through the pages.
Karl Kapp (50:44)
Yes.
A lot of it. Yes. Yeah, very good.
Yeah, the book does. One of the things
that I like about the book is that I've written a number of books. so every time I write a book, somebody will say, it was a great book, but it had no case studies. Or somebody who said, was a great book, but there was no step-by-step instruction. It was a great book, but it had nothing about how to do this in AI. So I've added all that into the book. So it has case studies. It has step-by-step instruction. has some AI assists to help people.
Jiani (51:25)
You
Karl Kapp (51:33)
when to use it, it contrasts one with the other. So it's not just a combination of learning, but it's also learning about how to put valuable information into a book. So it's been kind of a really great experience that way as well.
Jiani (51:48)
beautiful my goodness so as we could before we conclude this conversation I would like to kind of wrap it with a magic question when you were little five years old 11 years old 16 years old what did you enjoy creating so much that time just disappeared for you
Karl Kapp (52:15)
Yeah, that's a great question. So the thing that I enjoyed when I was younger, one of things that we would do, I grew up on a large track, 24 acres of land, and I would go out in the woods and we would build these lean-tos. We thought they were elaborate forts, but they were just basically lean-tos with some sticks looking back at it. But we would spend literally hours and my mom and dad would be like, they had a dinner bell. And we would go out in the morning,
And we would be in the woods, we'd be making these forts and everything. And then all of a the dinner bell rang and we would come home for dinner. So I had a really great time out doing, you know, that kind of creating. Again, we thought they were a great big forts, but just basically creating little lean-tos and finding sticks for them and putting leaves on top of them and setting up this little camp. was a lot of fun.
Jiani (53:10)
It's very beautiful. And then once you build it, you can come back and have a real camp like chill out, campfire, s'more.
Karl Kapp (53:11)
Yeah.
Yes, yeah, we never seem to get like
the finished product that we wanted. A storm would come or we weren't the best builders. So sometimes it would fall down. But every once in we came and we hung out and our friends would like, you know, hang out there and then we would, you know, build a different one somewhere else. Yeah, it was, was really just being out in the woods and doing that rough, rough building was, was very fun.
Jiani (53:42)
beautiful. I just wish as we become adults and still get to do things like that in the real world or in the virtual world maybe motivated by a story action first. So last question, last question I promise. What would be one simple practice that that that you practice to keep your wonder alive?
Karl Kapp (53:48)
Yeah.
Yeah.
Sure.
Jiani (54:10)
regardless of all the other contexts, just keep that wonder alive. How do you do that? Something simple.
Karl Kapp (54:15)
Yeah, that's a great question.
think, well, it's two things, knowing that there's always more to learn. And so I guess being a faculty member, that's kind of natural, that's your job, right? That's what you do. But I really love learning about new things and finding out. So 10 years ago, AI wasn't on my radar at all.
just a few years ago, someone said, you know, check out this AI. what is this AI? my goodness, this is this AI thing. That's really cool. Or game-based learning wasn't really on my radar. And someone said, hey, you know, we can learn through games and you know, yeah, that's fantastic. The other thing is resilience because a lot of times, especially with games and gamification, a lot of people were like, nah, that's not, that's...
people are too serious, that's not gonna work, don't do that. I have a card game called Zombie Sales Apocalypse, people are like, corporate, they're never gonna go for zombie, don't call it that. So just exploring the wonder of it. Yeah, yeah.
Jiani (55:25)
Start-ups night.
Karl Kapp (55:29)
They might exactly. anyway, so just kind of keep that sense of there's always something new to learn and just give it a shot and see what happens. A lot of people say, you know, a lot of times I think people say, well, they always go through like the worst case scenario. Like what if I do six hours and I don't learn this or whatever? I always try to think of the best. Like what if I do learn this? Like what's that going to mean? What's that? What am I going to be able to do with this? Like let's figure that out first and then figure out, you know.
how to learn it. that would be a thought I would have in that area.
Jiani (56:04)
beautiful it's always staying curious always ready to learn to expand because we are always a work in progress
Karl Kapp (56:07)
Stay curious.
Yes, absolutely.
Jiani (56:17)
Beautiful. Thank you, Professor Karl for coming by and sharing your upcoming book with us and sharing us about...
Karl Kapp (56:19)
Yeah.
Jiani (56:32)
what you have learned in terms of embodied learning, the importance of action just to get things get doing and the fundamentals of gamification where it's going beyond leaderboards or points or even competition. It's more like tickles for us to continuously grow, provide us motivations and why and context and stories for us to continuously grow and expand
And we also looked into the role of virtual reality play and how we can through an avatar give us hand and leg so we can have agencies in the virtual world and how AI can potentially help us to receive guidance one-on-one and also how the AI can play a role in a character in the story.
Karl Kapp (57:10)
Yes.
Jiani (57:25)
coherence at the core giving us this multi-dimensional experiences interacting with that character in the story. You're welcome.
Karl Kapp (57:33)
Yes, wow, what a wonderful summary of our entire conversation. You did a great job. Thank you.
Jiani (57:41)
My pleasure. And thank you so much for sharing that. let's hope for our audiences, if you're interested, all the information about Karl, his Linkedin in and the link for the new book is in the show note below. So we encourage you to.
Keep doing your research, learning more about it, and get connected. That's how we grow the magical communities. And let's stay magical together.
💕 Story Overview
In this robust exploration of modern gamification principles, international expert Dr. Karl Kapp challenges conventional understanding of game-based learning. Moving far beyond simplistic point systems and digital badges, Dr. Kapp reveals how gamification taps into fundamental aspects of game design and human psychology to create transformative experiences.
The conversation delves into the neuroscience of embodied learning, the power of "action first" approaches, and how fantasy environments unlock creativity and problem-solving capabilities.
As AI increasingly dominates information delivery, Dr. Kapp argues that the human elements of gamification—creating meaningful challenges, fostering "aha moments," and building unexpected connections—become more valuable than ever in creating experiences that truly transform to keep our wonder alive.
MAGICal Insights:
The Challenge-Growth Connection: True gamification harnesses our intrinsic desire to overcome meaningful challenges, not just collect rewards. Effective learning experiences operate within the "Goldilocks Zone"—where challenges are calibrated to be neither too difficult nor too easy, creating a flow state where learners are fully engaged and motivated to progress.
Action First, Theory Later: Adults learn most effectively when discovering their knowledge gaps through immediate action. By thrusting players into situations where they must act before they can overthink or prepare defenses, we create receptive moments for genuine learning.
Whole-Body Learning Through Fantasy: Modern neuroscience confirms that multi-sensory experiences create stronger neural connections, making information more accessible and memorable. When intentional experiences (in person or XR) incorporate movement, touch, and full sensory engagement within fantasy environments that suspend disbelief, we develop richer understanding and more transferable skills.
Basic Principles of Gamification
When most people think of gamification, they envision leaderboards, points systems, and digital badges. However, as Professor Kapp explains,
“No one plays a game just for points. If we said, ‘OK, let’s play a game. I’ll give you 10 points every five minutes,’ it would get very boring.”
A particularly powerful insight from Kapp's work is what he calls "the adult learning paradox": adults learn best when they know they don't know something (especially in application). This builds on Malcolm Knowles' concept of andragogy (adult learning theory), recognizing that adult learners bring their own experiences and expectations to learning situations (Knowles,1984).
"Anytime you have an adult learner and you say, 'I'm gonna tell you five ways you can be a better salesperson,' the adult learner will go, 'I know six ways, this is a waste of my time,'" Kapp explains. The solution? Create situations where learners discover their knowledge gaps.
When learners realize they don't know something they need to know, motivation naturally follows. This creates an intrinsic desire to fill that gap, far more powerful than external rewards or punishments.
To sustain this desire to bridge the “gap,” here is where gamification comes into play. The power of gamification lies in our intrinsic desire to progress by overcoming meaningful challenges. According to research on the "Goldilocks Zone" in game design, the challenges also need to be well calibrated to a player's skill, not too difficult to cause frustration, nor too easy to induce boredom (Goodwin & Goodwin, 2016).
Goldilocks Zone in Game Design, Credit: Aidan Helfant Digital Garden
This concept directly connects to Mihaly Csikszentmihalyi's Flow Theory, where players achieve a state of complete immersion and enjoyment by experiencing the right balance of challenge and ability. When games successfully maintain this zone, players receive:
clear goals,
immediate feedback,
a sense of control,
and challenges that feel both achievable and meaningful.
Since player skills naturally improve over time, well-designed games dynamically adjust difficulty through level progression, new mechanics, or adaptive systems to keep players within their personal Goldilocks Zone, sustaining the flow state and maintaining engagement throughout the gaming experience.
This insight reveals why many gamification efforts fail: they focus on extrinsic rewards rather than creating meaningful and calibrated challenges that push players to grow in flow.
Why Action First?
When learners are thrust into action without time to prepare their defenses, something remarkable happens—they become more receptive to new information.
Kapp's philosophy of "action first learning" provides an interesting framework for implementing gamification effectively. The core principle is simple yet revolutionary:
“As soon as the learner enters your learning situation, make them do something.
”
"If you start out and say, 'Okay, I want you to sell this item to me, go,' all of a sudden they have to do it right away. They don't have time to process it, they don't have time to say, 'I'm not a salesperson,'" Kapp explains. "That idea of triggering immediate responses gets people a little bit out of their comfort level."
This discomfort creates a perfect learning moment. When we're knocked off balance (metaphorically speaking), we're forced to adapt and be open to new approaches.
The Neuroscience of Embodied Learning
Modern neuroscience increasingly supports what game designers have known intuitively: our bodies play a crucial role in how we learn. Traditional skill development often focuses exclusively on the mind (sight & hearing), neglecting the powerful connection between physical (multi-sensory) experience and cognitive understanding.
Research (Macedonia, 2019) has shown that learning works better when we use our whole bodies, not just our brains, sitting still. When we move, gesture, touch, and engage multiple senses while learning, we create stronger connections in our brains that make information easier to remember and understand.
In Macedonia's research, evidence was found where students remembered foreign words much better when using meaningful hand gestures while learning them, and understood math concepts more easily when physically acting them out. This happens because movement activates additional memory systems in our brains, including areas that control physical skills, creating richer neural networks for storing and processing information and insights.
“Humans were meant to use all our senses. That’s why we have them.
”
According to Mesulam (1998), when we sense something, our brain processes information through a series of increasingly complex stages.
Starting with basic sensory areas that detect simple features like colors, forms, or sounds,
Information flows to specialized areas that combine these basics into recognizable objects, faces, word-forms, spatial locations, and sound sequences
At the highest level, advanced "transmodal" brain regions serve as hubs that integrate everything into complete experiences and meanings, connecting different brain networks specialized for tasks like recognition, word-forms into meaning, scenes and events into experiences, and spatial locations into targets for exploration and beyond.
An Embodied Cognition Model. Adapted from Hinton (2014; Fig. 4-4)
This brings our attention to embodied cognition, which states that our cognitive processes are co-shaped by our physical experiences and bodily interactions with the environment, rather than occurring as abstract mental operations.
The action-first principle extends this by suggesting that action precedes and structures cognition—we don't think first and then act, but rather, our capacity to act shapes how we think. Our bodily movements, sensory experiences, and physical capabilities directly influence concept formation, reasoning, and problem-solving.
The Role of Fantasy, Tension, Reflection
Fantasy, tension, and reflection form a powerful triad in effective embodied gamified experiences, such as an escape room (Veldkamp, et.al., 2020). Imaginative fantasy environments help us to break down habitual thinking and encourage imagination (Kind, 2022), creative exploration (Bacon, Walsh & Martin,2013), allowing us to approach challenges with fresh perspectives and a sense of curiosity that is often stifled in conventional settings.
Within these fantastical contexts, the strategic introduction of tension-uncertainty, challenge, and the drive to resolve problems fuels cognitive engagement and motivates learners to actively seek solutions, leading to memorable “aha moments” that anchor knowledge more deeply than passive instruction ever could (Bermejo-Berros, Lopez-Diez & Martínez, 2022).
Crucially, it is through structured reflection after these experiences that learners connect their in-game actions and discoveries to real-world situations, transforming fleeting entertainment into lasting understanding and personal growth; this reflective process ensures that the insights and skills gained within the safe, imaginative “magic circle” of gamification are meaningfully applied beyond the game itself.
Conclusion: The Future of Gamified Learning
The most effective gamification isn't about superficial elements like points and badges. It's about creating experiences that challenge us meaningfully, engage our bodies, spark our imaginations, and ultimately transform how we see ourselves and the world.
As we integrate these principles—meaningful challenges, action-first approaches, fantasy elements, productive tension, reflective practice, and virtual embodiment—we move toward a new paradigm of skill development and personal transformation that engages the whole person.
In a world where AI can "just spit out stuff," the human elements that gamification brings—"these senses of mysteries, the aha moments, these connections that we didn't know existed"—become more valuable than ever. These elements represent not just the future of learning but the essence of what makes learning and transformation a uniquely human adventure.
As Professor Kapp reminds us, the ultimate goal is to maintain a sense of wonder and curiosity throughout life: "There's always something new to learn... That's what keeps that wonder alive."
References
Bacon, A. M., Walsh, C. R., & Martin, L. (2013). Fantasy proneness and counterfactual thinking. Personality and Individual Differences, 54(4), 469-473.
Bermejo-Berros, J., Lopez-Diez, J., & Martínez, M. A. G. (2022). Inducing narrative tension in the viewer through suspense, surprise, and curiosity. Poetics, 93, 101664.
Goodwin, S., & Goodwin, S. (2016). Game Balancing: Finding the Goldilocks Zone. Polished Game Development: From First Steps to Final Release, 65-83.
Kind, A. (2022). Fiction and the cultivation of imagination. In The Philosophy of Fiction (pp. 262-281). Routledge.
Knowles, M. S. (1984). Andragogy in action.
Mesulam, M. M. (1998). From sensation to cognition. Brain: a journal of neurology, 121(6), 1013-1052.
Veldkamp, A., Van De Grint, L., Knippels, M. C. P., & Van Joolingen, W. R. (2020). Escape education: A systematic review on escape rooms in education. Educational Research Review, 31, 100364.
⭐Dr. Karl’s MAGIC
Dr. Kapp’s magic is the ability to spark curiosity, invite collaboration, and foster an environment where playfulness and empathy are not only welcomed but essential. In a world that can feel increasingly divided and serious, his joyful, inclusive approach is a reminder that the opposite of play isn’t work-it’s disconnection and even depression. His magic is a call to action: to connect, to care, and to always remain open to wonder.
Connect with Guest
Dr. Karl Kapp is a leading expert in game-based learning and gamification design, renowned for pioneering research and practical applications that merge interactive technology with educational strategies. As a professor of instructional technology at Commonwealth University (formerly Bloomsburg University) and a globally recognized consultant, Kapp emphasizes game-thinking mechanics-such as simulations, challenges, and feedback loops-to create immersive, emotionally engaging learning experiences. His influential books, including recent Action First Learning, The Gamification of Learning and Instruction, establish frameworks for integrating game elements like progressive difficulty scaling and realistic scenarios into training programs, demonstrating how structured play enhances motivation, knowledge retention, and skill development.
Professional Website: https://karlkapp.com/
Action First Learning Book: https://a.co/d/daXV3N2
Credits & Revisions:
Guest: Dr. Karl Kapp
Story Writer/Editor: Dr. Jiani Wu
AI Partner: Perplexity, Claude
Initial Publication: April 30, 2025
Disclaimer:
AI technologies are harnessed to create initial content derived from genuine conversations. Human re-creation & review are used to ensure accuracy, relevance & quality.