e-Learning Ecologies MOOC’s Updates
Gamification in Education
One of the active learning concepts in e-Learning Ecologies is gamification, defined on Wikipedia as an educational approach to motivate students to learn by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement through capturing the interests of learners and inspiring them to continue learning (Wikipedia, n.d.). Fundamental parts of games, such as token pieces, dice, and points, are converted to avatars, chance, and digital badges in order to engage students in competition and cooperation (Kapp, 2013).
Gamification takes on two forms, either structural or content, and can be used on a continuum to empower students in their learning. Gamification builds motivation to learn through the student’s desire to win as they continue trying new ways to unlock achievements or level up. Some of the motivational tools and engagement factors are goals, badges, standings and leaderboards, competition, teamwork, characters, and experience points (Teachings in Education, 2018).
In structural gamification, the applications of game elements are used to propel learners through content without changes being made to the content. Learners can earn points, level up, get badges, check their progress on a leaderboard, and unlock achievements (Kapp, 2013). Some teachers use smaller experiences to gamify portions of the classroom, such as Class Dojo to manage the classroom or Kahoot! or Quizzizz to perform assessments (MrWhitbyd, 2016).
Content gamification is the application of not only game elements, but also game mechanics and game thinking to alter content to make content more game-like. This can be done by adding the story element, offering challenges to pique curiosity, and creating characters (Kapp, 2013). Teachers create entire worlds for their students to explore using platforms such as Minecraft Edu and Class Craft to draw them into their learning experience in whole new ways (MrWhitbyd, 2016).
Gamification in education is necessary to keep students actively engaged in learning. Technology in the classroom needs to be embraced and utilized as the modern education system is experiencing an engagement crisis (TED, 2018). Scott Hebert, a Canadian middle school teacher, states that the education system has remained static and stagnant in a dynamic time where the most valuable resource in the classroom, the students themselves, and not utilized (TED, 2018).
Gamification of Learning. (n.d.). In Wikipedia. Retrieved February 29, 2020, from
https://en.wikipedia.org/wiki/Gamification_of_learning
Kapp, Karl. (2013, May 14). What is Gamification? A Few Ideas [Video file].
Retrieved from https://www.youtube.com/watch?v=BqyvUvxOx0M
MrWhitbyd. (2016, April 20). Gamification in Education [Video file].
Retrieved from https://www.youtube.com/watch?v=nYnbapB5Yl8
Teachings in Education. (2018, December 12). Gamification in the Classroom [Video file].
Retrieved from https://www.youtube.com/watch?v=W72DnmSZbr4
TED. (2018, May 7). Scott Hebert: The Power of Gamification in Education [Video file].
Retrieved from https://www.youtube.com/watch?v=mOssYTimQwM
@Sarah McKinzie,
I love the idea of gamification in the classroom. Its relevant and engaging. As a teacher who was never really into the whole gaming scene it does seem daunting for me as I think the students will be teaching me more than I will be teaching them. :-)
There is definitely change needed. I recently replayed a fair amount of Super Mario Bros for the Super Nintendo over the weekend, my four-year-old eagerly watching and helping where possible, and I was (again) struck by how well the game is designed overall. The layout of levels that slowly and carefully introduce new movements/abilities. The gradual increase in difficulty that allows players/learners to prove those abilities and gain competency. The gentle subversion of expectations that nudge a learner to repeat a level to find something that was very obviously missed. The whole game is structured very well, and it's a waste that education isn't functioning at LEAST as well as a video game from two decades ago.