Karl M. Kapp, Ed.D., is a scholar, writer and expert on the convergence of learning, technology and business operations. He is a
leader in the field of games and gamification. In his latest book, The Gamification of Learning and Instruction, Karl explores the research and theoretical foundations behind effective game-based learning. He examines everything from variable reward schedules to the use of avatars to the growing trend of games designed to teach social behaviors. Karl presents in a warm, conversational style taking the most complex and difficult concepts and makes them understandable, engaging and fun!
As one of the thought leaders in the growing field of gamification and game-based learning Karl has been interviewed for Mashable and Forbes online. He has been a contributor to such magazines as Software Strategies, Knowledge Management, Distance Learning, PharmaVoice, and Training Quarterly. Karl has appeared on television and public radio programs concerning his work with learning, technology and game-based design. His work related to game design has been featured in Jeannie Novak’s well-known“Game Development Essentials” series.
Karl’s creates a program that both informs and entertains and is a frequently sought keynote speaker, workshop leader, moderator, and panelist at national and international conferences as well as events for private corporations and universities
The Dragon Slayer Saga: An Interactive Story Illustrating the Power of Gamification
This unique presentation uses an interactive game to provide an illustration of why gamification, game-thinking and game mechanics are such powerful drivers of success. Audience members will delight in the interactivity, competition with others and informative insights that result from this immersive presentation experience. This signature presentation leaves audiences, delighted, educated and enthusiastic
Pong, Space Invaders and the Oregon Trail: The Power of Games to Change Behavior
We all remember classic video games but what does that have to do with organizational change? It turns out, a lot! Games, game-thinking and game mechanics are powerful organizations tools that lead to effective and desirable changes. Learn how game elements such as story, characters, feedback loops and replayability nudge, prod and provoke people into action by playing “Fact or Fishy.”
Rules of Play: Why you Need Games and Gamification to Drive Engagement
This interactive presentation introduces, defines, and describes the concepts of gamification, game-thinking and interactivity. It then dissects the elements of games and describes how they can be applied work flow processes. This decidedly non-academic keynote is based on solid research including peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for engaged employees, consumers and fans.
You Have One Life Left: Gamification as a Competitive Advantage
What does gamification mean as a practical strategy? What does it look like in action? How does an organization decide what to gamify and what not to gamify? How is gamification used to attract customers, retain employees and promote learning? Can Gamification really be a competitive advantage? Karl dissects those questions in an interactive and fun manner. Laugh, ponder and debate as he shows you, step-by-step how you and your organization can gain a competitive advantage through games and gamification.
Games, Gamification and the Quest for Engagement
Based on the bestselling learning book, “The Gamification of Learning and Instruction” this keynote address introduces, defines, and describes the concept of gamification, games for learning and interactivity. It then dissects the elements of games and describes how they can be applied to the design and development of interactive learning. The keynote is based on solid research including peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for engaged employees, consumers and fans. Not all games or gamification efforts are the same, creating engaging experiences using game-based thinking requires matching content with the right game mechanics and game thinking. Moving beyond the theoretical considerations, the presentation explores methods for designing interactive experiences based on concepts from games with examples from various industries.
Video Games, Mobile Devices, QR Codes and You
What will the future hold? Are you prepared for the next level of digital integration between humans and machines? Join Karl as he carefully describes an already-here-future that is soon going to overwhelm almost every organization. From location-aware devices to real-time facial recognition software to automated cars to real-life video game interactions the future workplace will hardly resemble today’s workplace. Explore the technologies shaping the future of your organization and learn how to position yourself and your organization for success.
The Future of Learning
Technology has disrupted every major institution known to humankind and now the last great institution—our educational system is being disrupted in dramatic and unsettling ways. Explore how concepts like the flipped classroom, Open Courseware initiatives, gamification and even iPads are turning education inside out. In this thought provoking keynote, Karl explores how our current factory-based model of education must change and why it is inadequate for tomorrow’s learners. Karl proposes dramatic and insightful directions in which education must go to prepare the leaders of the future. This engaging presentation challenges what you know about education while opening your mind up to the variety of solutions available to innovative educational organizations.
Bridging the Boomer/Gamer Knowledge Gap
Baby Boomers are retiring in droves and the Gamer generations is hitting the workforce “no holds barred.” Boomer knowledge is being lost and Gamers want to learn in an entirely new way. This keynote address provides an informative and fun look at what can be done to help bridge the gap and provide methods for transferring knowledge from the boomers to the gamers.
Benefits Attendees will Gain for This Talk:
- Discover how to transfer knowledge from one generation to the next
- Transform the way your organization things about knowledge
- Discover how technology can bridge the gap
- Increase the probability of a smooth transition from Boomers to Gamers
- Reduce knowledge transfer costs
The USA Principle: A Framework for E-Technology Implementation Success
This exciting, dynamic seminar provides attendees with a number of proven techniques to help them focus their E-Technology implementation on the important issues-people and processes. Attendees will learn the proper steps necessary to achieve implementation success.
Benefits Attendees will Gain by Attending this Seminar:
- Analyze your business processes to eliminate waste
- Diagram your internal processes to find opportunities for improvement
- Save your company valuable time and money
- Increase the probability of implementation success
- Reduce implementation costs
How to Develop a Learning Requirements Plan for Your Organization
Establishing an Enterprisewide E-Learning Strategy
Karl M. Kapp, Ed.D., is a scholar, writer and expert on the convergence of learning, technology and business operations. He is a leader in the field of games and gamification. In his latest book, The Gamification of Learning and Instruction, Karl explores the research and theoretical foundations behind effective game-based learning. He examines everything from variable reward schedules to the use of avatars to the growing trend of games designed to teach social behaviors. Karl presents in a warm, conversational style taking the most complex and difficult concepts and makes them understandable, engaging and fun!
Karl teaches graduate level courses including “Learning in 3D” and “Instructional Game Design” at Bloomsburg University in Bloomsburg, PA. He is a Co-Principle Investigator on a National Science Foundation (NSF) grant titled “Simulation and Modeling in Technology Education (SMTE).” The goal of the grant is to develop a video game to teach middle school student’s math, science and engineering concepts. Karl’s team is responsible for combining game play and pedagogy. He was also a consultant on a project with Pearson to add game-elements to high stakes test preparation in a project called Zeos Academy.
Karl serves as the Assistant Director of Bloomsburg University’s acclaimed Institute for Interactive Technologies (IIT). In that role, Karl helps government, corporate and non-profit organizations leverage learning technologies to positively impact employee productivity and organizational profitability through the effective use of learning. He provides advice on e-learning design, learning infrastructures, game-based design and e-learning technologies to such companies and organizations such as AstraZeneca, Pennsylvania Department of Public Welfare, Toys R Us, UL-Eduneering, Kellogg’s, Sovereign Bank, and Federal Government Agencies.
Karl has written five books including Learning in 3D and Gadgets, Games and Gizmos for Learning and has been interviewed and published articles in Forbes Online, Mashable, Training, ASTD’s T&D, Software Strategies, Knowledge Management, Distance Learning, and PharmaVoice, Training Quarterly, and by general television, and radio programs concerning his work with learning, technology and game-based design. His work is featured in Jeannie Novak’s well-known“Game Development Essentials” series. He blogs at the popular “Kapp Notes” web site and is a frequent keynote speaker, workshop leader, moderator, and panelist at national and international conferences as well as events for private corporations and universities
Karl is committed to helping organization’s develop a strategic, enterprisewide approach to gamification and organizational learning using interactive techniques from the field of game-design. He believes that effective education and training are the keys to increased productivity and profitability.