Karl M. Kapp

  • Professor, Commonwealth University of Pennsylvania
  • Founder and Principal, The Wisdom Learning Group, LLC
  • Co‑founder, 2KLearning (educational games company)

[email protected]

scholar.google.com/citations?user=UEujZfUAAAAJ

Impact Metrics
12,416
Total Citations
1
PR Journals
21
h-index
27
i10-index
0
Top Conf
8
Other Works
Awards & Honors
Distinguished Contribution to Talent Development Award

Association for Talent Development (ATD)

2019
Top 10 Voices in Education (2017)

LinkedIn

2017
Past Positions

Director of Product Deployment, Telesis Computer Corporation

1991–1997

Staff Associate, Applied Science Associates

1989–1991
Education
Ed.D., Instructional Design & Technology
University of Pittsburgh (1997)
M.Ed., Instructional Design & Technology
University of Pittsburgh (1990)
B.A., English
Dickinson College (1989)
Biography

Karl M. Kapp is a professor of instructional technology best known for pioneering work on gamification, game‑based learning, and microlearning in corporate and higher‑education contexts. He teaches at Commonwealth University of Pennsylvania (Bloomsburg campus) in the Department of Business, Innovation & Technology and directs the Institute for Interactive Technologies (IIT). Kapp has authored or co‑authored influential books including The Gamification of Learning and Instruction, Play to Learn, Microlearning: Short and Sweet, Learning in 3D, and earlier works on ERP learning strategy. His research and practice focus on applying evidence‑based game design, immersive environments, and short‑form learning to improve motivation and performance at work. Kapp is also an active consultant and speaker, founder of The Wisdom Learning Group, and co‑founder of 2KLearning. He received the ATD Distinguished Contribution to Talent Development Award (2019) and was named a LinkedIn Top 10 Voice in Education (2017).

Theories & Frameworks
USA Principle (Understand–Simplify–Automate) for ERP implementation and learning

A principle for enterprise technology implementations and training that emphasizes first understanding processes and learning needs, then simplifying workflows and content, and only then automating with technology. Intended to reduce ERP risk and improve organizational learning outcomes.

Introduced: 1997
Research Interests
  • Educational Gaming
  • Human Performance Improvement (HPI)
  • Microlearning
  • Mobile Learning
  • Multimedia Learning
  • Performance Support
  • Virtual Reality in Education
Peer-reviewed Journal Articles & Top Conference Papers
1

Educational Technology Research and Development • Journal

Karl M. Kapp

Reports a year‑long field experiment comparing employees using an online training platform with or without short, optional casual games at login. Employees in the game condition logged in more often, explored non‑required content more, and achieved longer streaks of correct answers than the control group, indicating higher engagement and some learning benefits from integrating brief gameplay into workplace training.

Other Works
8

Association for Talent Development (ATD Press) • Book

Karl M. Kapp

Clarifies what microlearning is and isn’t, providing a universal definition and a research‑informed framework for planning, designing, implementing, and evaluating short, focused learning experiences. Details six primary use types (pensive, performance‑based, persuasive, post‑instruction, practice‑based, preparatory), when to use microlearning, and how it integrates into broader learning strategies for measurable performance outcomes.

Association for Talent Development (ATD Press) • Book

Karl M. Kapp

A practical how‑to guide for designing, prototyping, testing, and evaluating effective learning games. Covers game mechanics, aligning learning objectives with play, crafting narratives, balancing difficulty, iteration cycles, and stakeholder buy‑in, with numerous examples and worksheets aimed at workplace learning professionals and instructional designers.

Pfeiffer (John Wiley & Sons) • Book

Karl M. Kapp

Companion to The Gamification of Learning and Instruction that turns concepts into action. Presents step‑by‑step methods, worksheets, checklists, and case studies to scope, design, prototype, and implement games, simulations, and structural gamification. Includes an online workbook of quizzes and design aids to help learners and practitioners plan and manage gamified initiatives.

Pfeiffer (John Wiley & Sons) • Book

Karl M. Kapp

Defines gamification for learning and examines how game elements (goals, rules, feedback, story, levels, etc.) and game‑thinking can be aligned with instructional design to increase engagement, retention, and application. Synthesizes decades of empirical research on games’ effectiveness, contrasts gamification with serious games, and provides a practical design process and templates (e.g., game design document) to guide analysis, design, development, and evaluation of gamified learning experiences across classroom and workplace settings.

Pfeiffer (John Wiley & Sons) • Book

Karl M. Kapp

Explores how virtual worlds and immersive 3D environments can enable collaboration, knowledge sharing, and experiential learning in organizations. Through case studies and research‑informed guidance, the book presents design principles, implementation strategies, and practical tips for integrating virtual environments with existing systems to achieve business and learning results.

Pfeiffer (John Wiley & Sons) • Book

Karl M. Kapp

Addresses intergenerational knowledge transfer as boomers retire and a gamer generation enters the workforce. Proposes practical strategies—leveraging games, social media, mobile devices, and digital culture—to capture, package, and deliver tacit and explicit know‑how. Offers examples and tactics for re‑casting training and systems as engaging performance supports suited to digital‑native learners.

J. Ross Publishing • Book

Karl M. Kapp

Step‑by‑step guidance for conceptualizing, writing, and presenting successful e‑learning proposals. Covers capture strategy, solution themes, pricing considerations, proposal structure, and persuasive presentation techniques for vendors and internal teams competing for learning projects.

CRC Press (Taylor & Francis) • Book

Karl M. Kapp

Argues that the leading cause of ERP failure is inadequate enterprise‑wide learning. Introduces Learning Requirements Planning (LRP), a six‑step, enterprise‑level instructional design model for planning, delivering, and evaluating ERP education. Details analysis, design, implementation, evaluation, and ROI measurement to shorten implementation time, reduce costs, and foster organization‑wide learning.