It was interesting to read how the psychology and mechanics of gaming could be applied to the learning process to engage the students and create a rich learning experience. Initially when I read the title of the report I assumed gamification meant to add more activities and games in the learning activities. But this is exactly what it is NOT! It's about understanding the mechanics of gaming that keep the users engaged and translating those design mechanics to the teaching and learning process. What a brilliant idea!
I think that the principle of gamification is simple yet effective. Many of us as educators may use it within our teaching and learning unknowingly like breaking down topics in small topics that students can master before proceeding to the next topic. However conciously understanding the effect of these mechanics and applying it in any learning activity can enhance the learning experience.
Although I'm not a serious gamer, over the years i've played several games that have completely hooked me so I can totally relate to many concepts being explained in the article such as the the thrill of mastering a level in a game or anticipation of reaching the next level and encountering new challenges. I particularly liked the idea of the flow channel. This means that learning should be designed in such a way that it's incremental and allow students to progress by increasing the level of challenge gradually. Too challenging = anxiety, too simple = boring.
After reading the article I tried to apply a simple gamification strategy when i handed out the project requirements in class. Raymer made a very compelling point in his article about making the user feel smart. I could see how the students could get confused with so many requirements in the project task. So I created a progress sheet with my students in class which I felt would accomplish many objectives of gamification:
- Break down goals to manageable levels
- Measure progress and motivate students
- Peer motivation
- Provide feedback
Additionally, I could make sure I encourgage the students and provide regular feedbacks in the form of check drafts of their work. Moreover, i could also incoroporate ways to reward effort rather than the
I think that the principle of gamification is simple yet effective. Many of us as educators may use it within our teaching and learning unknowingly like breaking down topics in small topics that students can master before proceeding to the next topic. However conciously understanding the effect of these mechanics and applying it in any learning activity can enhance the learning experience.
Hi Ghazala,
ReplyDeleteInteresting post. As I am the poster child for how gamification can take control of a life, I take to heart all of the insights I am getting from the blogs on this topic.
A couple of weeks ago I found khanacademy.org and got sucked into their program. I spent two weekends doing math problems and watching Art History videos to build up my Energy Points and collect badges. I learned some things but I'm not sure it was worth all the time I invested. I need some kind of checks and balances to keep myself within some normal kind of range of useful activity.
I'm glad to hear that you found some ways to apply simple gaming techniques to your courses.
Cheers,
Dean
PS. Let me tell you about the three months I spent getting my characters prepared for the epic battle with the Emerald Weapon in Final Fantasy VII...
I like what Dean has posted - although I wonder if perhaps he might need therapy (just kidding of course Dean!!). I too wonder how much I would have learned related to how much time I spend on some of these sites. But I do like the way you have broken this down and simplified it for the students. Great idea.
ReplyDeleteNo doubt that games are much more attractive than any other issues. Specially for a generation who was brought up with gamification surrounding them everywhere and all the time. I believe that it would be much more effective and useful to apply gamification concept to education rather than pulling it away from this generation.
ReplyDeleteHi Ghazala,
ReplyDeleteIt was good to read your post so many weeks after having read the article because you really got to the heart of the matter and brought home the most important concepts.
Thanks for the well-worded review!
Donna
Hi Ghazala,
ReplyDeleteI completely agree with part where ‘wanting and liking’ are mentioned as the two essential components of ‘engagement’. Understanding the subject matter is not enough, understanding our audience is also a necessary ingredient for the development of good software. The importance of ‘cognitive fatigue’ should also be kept in mind while designing the activity be it in the form of software or conventional teaching tools.
Thanks for sharing!