Adding the Fun!
Gamification, Gamification, Gamification! Do we really need this term? I understand and appreciate that language changes. That is the beauty of language and, for me, the beauty of the English Language - it is a living breathing beast and as a result it can be developed and recreated so that one can have the exact word to describe the exact thing one wishes to describe (as an aside this is an interesting blog on language and its development by Stephen Fry). However I am at a loss as to why I would ever need the word gamification.To learn through play (or games) is not new. It has always been done, albeit not always with structure. Watch any child (and I would argue through the ages - though I have no specific evidence for this statement) and you will see learning through play. They watch, they mimic, they test ideas, they make mistakes and have to re-evaluate their approach, they respond to rewards. They use game play to develop their knowledge and understanding - so is this gamification. If it is then why did we need the term? We were pottering along quite happily without it? However I guess that is enough about the terminology, after all what is in a name “..that which we call a rose by any other name would smell as sweet.” wouldn’t it?I think gamification within education, alludes to the development of this natural process of game play, within lessons. Using the systems that children will automatically adopt outside of school to help structure the delivery of lessons and to ultimately help to engage with pupils.This is not a new concept either, as a struggling new teacher I used gaming techniques to engage pupils constantly, especially those that were unwilling learners. I made tasks into “games” where there were clear remits with specific scenarios, there were clear rules or success criteria and there were clear rewards in place. I have kept league tables for the scores and gave prizes for the “winning teams”. This was my survival guide and one I have used with many unwilling learners.[youtube]https://www.youtube.com/watch?v=1dLK9MW-9sY[/youtube] However, I find that I do use this technique a lot less for willing learners. Whilst I think about this I realise that I use this method for engaging with the disenfranchised, however, why should the willing users miss out? It is almost as if I am penalising them for being good learners: note to self improve your use of game play!
Education is an area with high potential for application of this concept since it seeks to promote people’s motivation and engagement.
If I am reading the articles on gamification correctly I need to ensure that these techniques are electronic. This makes sense as, just like in computer games, the feedback is instant, the league table is updated as they work - the motivation is a constant. I can see places where I could embed this further, using the badges and awards on the VLE, using more blogging so the comments are live and instant. Using actual games in an educational manner - in fact the programs from hour of code and Pixar in a box are excellent examples of teaching complex subjects through gaming techniques.I was talking about this topic with my colleague Lindsey Stephenson @MsLStephenson, it was interesting to get her views. We both saw benefits of this process, it was this discussion that allowed me to contextualise my own use of gamification. However she also added:
“To me schools serve two purpose one – enabling students to fully reach their potential and two – to prepare students for life beyond education. Gamification helps the first goal immensely, ….however, gamification fails on what I perceive to be the second goal of secondary education. In the world outside of high schools students will not have gamification to motivate them, they will not constantly be rewarded for mini achievements nor will they be given immediate feedback on how to improve. “
We did not think that this meant that we should not use the technique, as it can enhance learning and motivation, however, as with all techniques, it should be used wisely. Instead of blanket use we should decide when it will be appropriate and when we require pupils to rely on self motivation. Though my end question to myself, as I find I get more questions than answers when writing these blogs, would be: How much will the nature of employment change and will this change reflect an increase in Gamification? It is obvious that business’ are already looking at this technique so we will see an increase of use (as the YouTube video above suggests) therefore should we be mirroring that in our teaching. Arghhh what to do for the best?!