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| Educause Review Jan/Feb 2011 |
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Sarah opens by comparing the points and level aspects of 'gamification' to assessment grades and graduation in education. She shows how the common criticism in games that this is just 'pointsification' is the same mistake made in education:
"Perhaps education could be improved by ditching the points and adding the game; technology can help."
She goes on to talk about the three characteristics of games: A Goal, Obstacles and Collaboration (or Competition). These three characteristics in FourSquare become: Acquiring badges, the logistics of travel and collecting badges or stealing mayorships.
In higher education the goal should be completing a degree course, but students often think the goal is to do with a well-paid job post-graduation. If education is likened to a game, then a mismatch of the goal means students don't understand the way the game works - ie that it's about learning not just passing. This reflects onto perceived obstacles - staff think it is about mastering content, but students without the learning goal in mind would rather cheat, "grade grub" or complain about harsh marking. The final characteristic of competition becomes animosity and demands on the institution rather than classmates working as a team towards intellectual growth.
Given we do need grades and degrees in HE, the solution to this problem is proposed as improving the game and making learning fun: "To me, a quality education and an entertaining experience are one and the same."
Sarah offers three ideas for small steps we can make to achieve this:
1. Ensuring students align on clear goals e.g. including a 'How can you use this in the future' section on assessment descriptions.
2. Making progress transparent and that grades are not the only measure of progress e.g. online checklists, contributor credits or peer voting.
3. Reflection on your own and your students game play e.g. ask students how they learned to play games and which games they like.
Sarah concludes with a reminder about motivation and engagement: "Focusing on the ways that entertainment technology engages us can result in methods that we can transfer to any learning situation"
all above quotes by Sarah Smith-Robbins - Educause Review Jan/Feb 2011 - I've summarised hugely so please read the article for her fully expanded ideas.
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Well I agree that we can learn from games, but I think we might be able to help lecturing staff along a bit by building some game based approaches into the everyday tools we use to support teaching. I'm not going as far as proposing a Games-Based Learning Environment - but after reading this article I started thinking about what games-based features you could add to something like the Blackboard Learning Environment giving Instructors more choice about the approaches they take.
- Blackboard has a feature called 'adaptive release' allowing content to be hidden until some rule (e.g. 75% on a test) is reached. This could be extended and linked to a series of appropriately named levels to visibly show progress and reward each level with new challenges*. Depending on the discipline you could have fun letting the students construct the names of the levels, what roles do you take on your way to being a mathematician for example?
- Blackboard offers a 'my grades' tool, which I would extend to provide a customisable leaderboard, yes, I mean seeing some of each other's grades to provide competitive motovation. The Instructor can control which grades are displayed, and if only the top 5 scores are shown.
- I like Sarah's idea of peer-voting and contribution credits. These could be built into discussion boards or blogs and presented via a module on the course homepage and reinforced by a tutor mentioning top contributors in class sessions.
