Module
2 Assignment – Emerging Technology & Learning Trend: Gamification
#gamification;
#Nick Pelling; #Gartner Hype Cycle; #James Gee; #Jane McGonical; #Yu-Kai Chou
Imagination is more
important than knowledge; creativity is contagious – pass it on. ~ Albert Einstein
Why
not make learning fun? Education
does not need to be boring with endless lectures and daily activities. There are ways to make students not
realize that they are learning. One
of these ways is by gamifying the curriculum. According to Mashable (2015), gamification is an
instructional method that incorporates elements of gaming to motivate student
learning.
More than likely you have tried an application that
has been gamified without even realizing it. For example, the Khan Academy, Waze, and Starbucks use gamification strategies to get you to learn,
drive, or drink coffee. These
sites reward users with badges, awards, or free coffee. Therefore, let us explore the history
of gamification and how this method can be used to improve students’ learning
experience.
History
Many teachers use games to
enhance their curriculum; however, the term gamification did not become popular
until the end of 2010. However, Nick Pelling, an English computer programmer, created the term gamification in 2002 and later started
a consulting company in 2003 to pursue his gamification idea. Pelling (2011) admits that his company
went out of business in 2006 due to lack of interest in gamification and
suggested his ideas were ahead of the times.
Currently,
gamification is in the trough of disillusionment on Gartner’s Hype Cycle, meaning that interest is
decreasing in this innovation (Gartner, Inc., 2015). In fact, by 2014 80% of gaming applications will be
considered ineffective due to inadequate design (Gartner, Inc., 2012). For gamification to be successful,
instructional designers and educators must take the time to create curricula
that embrace good game design.
Figure 1 is McLuhan’s Tetrad for Gamification. This diagram depicts how gamification
enhances, obsoletes, retrieves, and reverses education. Let us discuss each section further.
Enhances
Research
shows that students benefit when gaming is combined with learning. A gamified curriculum increases student
engagement, problem-solving and analytical skills (New Media Consortium Horizon
Project, 2014; Gershenfeld, 2014).
Furthermore, there are no negative consequences of failure and students
receive continuous feedback as they advance through the game (Gee, 2005).
Obsoletes
Gaming
replaces lectures, where the teacher goes through a PowerPoint presentation
reviewing an abundance of knowledge.
During lectures, students tend to get overwhelmed with the amount of
information to decipher and understand.
Furthermore, the gamified curriculum is not a teacher-centered endeavor
where the students listen and answer a few questions. In other words, gaming allows students to progress through a
topic at their pace providing an individualized mode of instruction in an
engaging and interactive manner (Gershenfeld, 2014).
Retrieves
Games encourage people to help each other to win the
game through teamwork and collaboration (McGonigal, 2010). This collaboration is similar to what
people had to do to survive when they explored and settled in a new area. Also, gamification encourages learning
rather than assessment. Currently,
to receive funding, the education system must show that students can pass the
end of grade exam and course assessments.
Therefore, students are tested on how well they can pass the test rather
than what they know about a particular subject. However, in games, students cannot progress to the next
level until they prove their knowledge and skills; thereby, the focus is on
what a student has learned throughout the game.
Reverses
Gaming can help solve world problems. For example, Gershenfeld (2014)
predicts that games will be incorporated into other technologies such as
wearable and virtual devices. The
gaming technology will be more realistic and advanced allowing people to solve
social problems (Gershenfeld, 2014).
Gamers
are already finding solutions to problems. Chou
(2014) discussed an example where gamers solved a genetic problem in ten days
through online gaming activity.
This genetic problem could not be solved by scientists ; instead a gamer
found the answer to the problem.
Furthermore,
McGonigal (2010) mentions that the average child will play 10,000 hours of
games by the age of 21. This time
is only eighty hours less than the amount of time they will spend in school
between fifth to twelfth grades.
Therefore, gamers have the potential to find solutions for world
problems due to the quantity of time focused on a game (McGonigal, 2010).
References:
Chou, Y.
(2014, February 10). Yu-kai
Chou: Gamification to improve our
world [Video file]. Retrieved from
http://www.tedxlausanne.com/talk/gamification-improve-our-world
FB Comment Pics. (n.d.). How to stay awake during a boring class for
all the bored people comment picture. Retrieved from
http://fsymbols.co/5147-how-to-stay-awake-during-a-boring-class-for-all-the-bored-people.htm
Gartner, Inc.
(2015). Gartner Hype Cycle. Retrieved from
http://www.gartner.com/technology/research/methodologies/hype-cycle.jsp
Gartner, Inc.
(2012, November 17). Gartner
says by 2014, 80 percent of current gamified applications will fail to meet
business objectives primarily due to poor design. Retrieved from http://www.gartner.com/newsroom/id/2251015
Gee, J. P.
(2005). Good video games and
good learning. Phi Kappa Phi
Forum, 85(2), 33 – 37.
Gershenfeld, A.
(2014). Mind games. Scientific
American, 310(2), 54 – 59.
Mashable.
(2015). Gamification.
Retrieved from http://mashable.com/category/gamification/
McGonigal, J.
(2010, March 17). Jane
McGonigal: Gaming can make a
better world [Video file].
Retrieved from https://www.youtube.com/watch?v=dE1DuBesGYM
New Media Consortium Horizon Project. (2014). NMC Horizon Report: 2014 Higher Education Edition. Retrieved from
http://cdn.nmc.org/media/2014-nmc-horizon-report-he-EN-SC.pdf
Pelling, N.
(2011, August 9). The
(short) prehistory of “gamification…”
[Blog post]. Retrieved from
https://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification/
Hi Jen,
ReplyDeleteI apologize for the delay in my comment. I like your take on gamification, but I have a question that I am trying to find the answer to, but so far I am unable to. I would love to read your opinion about this. According to Gartner's Hype Cycle, gamification is declining into the trough of disillusionment and it is on its way to the slope of enlightenment. Why do you think people are losing interest in this technology? How do you think we can reignite their interest?