Gamification
Oxford
Analytica states that “games are a universal part of the human
experience”(2016, p.4). On the other hand, Miller (2013, p.196) states that
“humans of all ages and cultures like playing games. We have always played
games and likely always will.”
What makes games so attractive to
humans ? They are exciting, thrilling, competitive, engaging and much more,
many attributes that are very attractive to humans. McGonigal, J. (2011) describes
game players sentiments that they are “fully alive”,” engaged”, “have a sense
of purpose”, “perform at maximum potential”, and “feel most creative” when
playing – something that they are unable to experience in their jobs. With the
use of this positive reaction, gamification can be used as a process to harness
these feelings and channel them into making the learning process much more
interesting.
It is important at this stage to
distinguish between gamification, game based learning (“GBL”) and educational
games. Gamification is based on the idea of adding game elements of a non-game
situation and rewarding users for certain behaviours. GBL on the other hand is
simply using games in order to enhance the learning experience for the user.
Educational games are designed to help people learn about a particular subject.
The experiences for the users are similar and the difference is that learning
based games will make a particular learning objective into a games whereas
gamification will take the entire learning process and make it into a game.
“Gamification is
turning the learning process as a whole into a game, while GBL is using a game
as part of the learning process. Gamification turns the entire learning process
into a game. It takes game mechanics and gameplay elements and applies them to existing
learning courses and content in order to better motivate and engage
learners”(Azawi et. Al. 2013, p.134).
In an attempt to
explain this human behavior Fogg, (2019), came up with a behavioural model which
is based on a learner’s motivation to reach a desired behavioural change. The
model has three factors – M x A x T
A – ability – this requires the learner to have the ability to perform the desired behaviour; and
T – trigger – this requires the leaner to be triggered to perform the desired behaviour.
Apart from the motivational
benefits, gamification has been found to produce psychological benefits.
Scientists have measured the increased release of the chemicals norepinephrine,
epinephrine, and dopamine in the brain that not only bring on “good feelings”
make us more receptive to learning (Gutierrez, 2012).
With all these positive reactions
to this concept, it is still the case and rather surprising that its use is not
as widespread in education as would be expected. There has however been a
significant take on in business world where simulations are used frequently as
a learning tool. Many benefits are associated with business simulation
games. “In keeping with current teaching trends, simulations are an intense
active learning experience tapping into a basic human motivator – we like to
win!” (Wilson, et.al, 2009). “Students are not describing knowledge but
experiencing it. The goal orientation of business simulation games allow
players to understand and set business goals” (Seijts, 2004). The simulator
allows the use of specific and measurable goals such that students will be
clear on what they need to do. Even if they do not know how to do it, the ability
to make mistakes and learn from them in an experimental environment is
extremely beneficial to their learning and development needs.
The concept of gamification was
introduced in literature as recently as 2008, so perhaps in the context of
educational development it is still a relatively new concept that needs to
become more widely accepted before it becomes an integral part of the
educational system. Educational learning on the other hand, has been around
longer and has produced very good results, so we should expect that
gamification will in time follow a similar path.
If I think of gamification in the
context of your own life, I would find it difficult to remember how and if it
has affected me in any way. I do however recall that when I was a child, from
the age of 5, my parents used to buy me educational programs to use on a
personal computer for learning the basics of mathematics and English. I remember
that I really enjoyed those sessions with my parents much more than others both
at home and at school, that were either oral or based on books. I was too young
to be aware at the time but when I come to think of it now, it is a very clever
way to make learning fun and this is extremely important at a young age which
is so critical to the future of a child. Even though the need and attraction to
this type of software diminishes with age as we become more responsible and require
less motivation, there still remains a use for it. For children I would say
that it is an essential tool because the motivational factor is not as
developed at that age and the gaming element creates the necessary motivation
for the child. I know that this refers more specifically to educational games,
but I believe it applies in the much broader sense to gamification and will certainly
be much more influential in the future as some writers already forsee. “Those
of us that teach must provide goal oriented and engaging tools” (Rahn, 2009).
REFERENCES
Al-Azawi, R., Al-Faliti,
F., & Al-Blushi, M. (2016). Educational gamification vs. game
based learning: Comparative study. International Journal of Innovation,
Management and Technology, 7(4), 132-136.Analytica, Oxford.(2016)"Gamification and the Future of Education”. World Government Summit (2016).
Fogg, B.J. (2009). A Behavior Model for Persuasive Design, Persuasive’09, California, USA http://dx.doi.org/10.1145/1541948.1541999
Guiterrez, K. (2012). The 5 Decisive Components of Outstanding Learning Games. SHIFT eLearning Blog. Retrieved November 12, 2012, from http:// info.shiftelearning.com/blog/bid/234495/The-5- Decisive-Components-of-Outstanding-LearningGames
McGonigal, J. (2011). Reality is broken: why games make us better and how they can change the world. New York: Penguin Press.
Miller, C. (2013). The gamification of education. In Developments in Business Simulation and Experiential Learning: Proceedings of the Annual ABSEL conference (Vol. 40).
Rahn, D. (2009). Enhancing Web-Based Simulations With Game Elements For Increased Engagement. Developments in Business Simulation and Experiential Learning, 36, 303-311.
Seijts, G., Latham, G., Tasa, K., & Latham, B. (2004). Goal Setting and Goal Orientation: An Integration of Two Different Yet Related Literatures. Academy of Management Journal, 47(2), 227-239.
Wilson, k., Bedwell, W., Lazzara,
E., Salas, E., Burke, C., Estock, J., et al. (2009). Relationships between Game
Attributes and Learning Outcomes. Simulation and Gaming, 40(2), 217-265.
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