I 'm Addicted to Games

 

I am Addicted to Games


How do you capture a learner's attention and bring topics or lessons to life in a way that won't easily be forgotten? This is the biggest challenge for any educator. One of today's significant movements aimed at increasing learner engagement is gamification or the incorporation of game elements into non-game settings.

Ask any parent: What do kids today do more than watch TV, watch movies, or go to the mall, combined? Parents would give the obvious answer; "They Game."  Before we throw up our hands and conclude that our next generation is doomed because they are merely playing all the time, let's consider why games are so powerful and engaging, and how we can harness that power in education, a process known as gamification.

Charles Coonradt may be considered the godfather of gamification. He realized that productivity in the United States was failing, but the sales of sports equipment were rising. Conrad (1973) discussed in detail in his book titled "The Game of Work" that's fun-and-games might be useful in employee engagement at work. The same could be true in engaging students in their educational pursuits. Gamification or gamified learning has become a buzzword in the field of education. The official definition of gamification is the use of game mechanics and game elements in a non-game context. It helps to change people's behavior and adds a playful spirit to some boring and routine things. In late 2010, the idea of using game elements to reach various objectives while increasing user engagement and motivation. Nick Pelling invented the word gamification in 2002, but it was in 2008, Bret Terrill used the term "Gamification" in the Social Gaming Summit. The year 2017 saw the adaptation of gamification at the World Summit Conference (2016) as Scott Osterweil, creative director of Massachusetts Institute of Technology Education Arcade, called gamification as for freedom of play (2016):

When gameplay defines a learning outcome, it could be termed as an educational game.  Generally, game-based learning is designed to balance the subject matter with gameplay and the ability of the player to retain and apply said subject matter to the real world. In general, an educational game is designed to stimulate learning specified skills or information. These games can be utilized in bringing specific advantages to educational processes since these could foster greater engagement through their internal design, encourage student engagement, and ultimately creating an environment of intense focus that stimulates learning and retention of information.

Gamification can be utilized in bringing specific advantages to educational processes, since these could foster greater engagement through their internal design, encourage student engagement, and ultimately creating an environment of intense focus that stimulates learning and retention of information. Games create engagement – a necessity for any learning experience (Gogos, 2012). The question remains, how and to what degree gamification can be used as one tool among many to catalyze learning engagement while improving knowledge retention and skill acquisition among learners.

Gamification is infiltrating in the field of education, and the principles of gamification have been fully embraced at Quest to Learn (Q2L) in New York City and CICS ChicagoQuest. Q2L is a public school that teaches 662 students from ages 10 to 18 and is designed and supported by the Institute of Play

Gamification has been the focus of increased attention since the beginning of the 2010s (Deterding et al., 2011; Werbach and Hunter, 2012). The central idea behind gamification is to harness the motivational potential of video games by transferring game design elements to non-game environments (Deterding, Khaled, Nacke & Dixon, 2011).

Ask any parent: What do kids today do more than watch TV, watch movies, or go to the mall, combined? Parents would give the obvious answer; "They Game."  Before we throw up our hands and conclude that our next generation is doomed because they are simply playing all the time, let's consider why games are so powerful and engaging, and how we can harness that power in education, a process known as gamification.

Educators have realized that they can use the application of game elements into their classroom. Employing game elements such as storytelling, problem-solving, aesthetics, rules, collaboration, competition, reward systems, feedback, and learning through trial and error can take your classroom to the next level in terms of engagement as well as achievement. Gamification has been found to increase motivation, strengthens communication processes, promote students' classroom engagement, introduces innovative dynamics in the learning environment, and develop cognitive skills. Critically, individual game elements must be linked to specific behavioral, motivational, or attitudinal outcomes, which in turn must be connected to learning outcomes for gamification to be effective. 

A little note about my experience in the field of gamification:

I started my career as a mechanical design engineer for a firm that had a task to design and deploy a Municipal Solid Waste Power Plant. Before beginning the design process, we were given the task of appraising the city officials with the feasibility of the project. For goodness sake, I was chosen to develop the training for the city officials. Most of the city elected office bearers were non-technical, and keeping them engaged with the dry technical training was quite a task. With some planning, I included some gamification in training.  That included some simulators and games on Global Warming, the Greenhouse effect, Ozone Layer depletion, etc. During the learning process, Every participant enjoyed the hands-on simulator games, and we saw an attitude change in their behaviors. This training with gamification incorporation followed the five stages of Attitude Change Theory, as laid down by Dr. James Proshaka in 2016. I will include those briefly for the sake of proving my point:

1.     Precontemplation: The officials entered the training with an attitude not to change their minds about the project and were in the state of denial. (They thought that the $18 million project was a waste of money)

2.     Contemplation: During the first phase of the training, they were made aware of the problem, but still were not committed to fixing it.

3.     The Preparation State: They were made aware that it was a serious issue to burn thousands of tons of trash in the open air within the city limits. It was not only polluting the air but was also causing the greenhouse effect due to flue gases and was very hazardous for citizens' health.

4.     Action State:  After the training, they were aware of the problem, got a firsthand experience with the environmental issues as they played simulator games. There was a behavioral change in their attitude, and they approved the project.

With that exercise, I realized that gamification is an important teaching and learning strategy that could be incorporated into curricular planning. In today's digital generation, gamification has become a popular tactic to encourage specific behaviors and increase motivation and engagement. Though commonly found in marketing strategies, it is now being implemented in many educational programs as well, helping educators see the balance between achieving their objectives and catering to evolving student needs." (Huang, Wendy Hsin-Yuan, and Dilip Soman. "Gamification of Education." 2013. p. 5)

According to Mayer, learning is a process of filtering, selecting, organizing, and integrating information. The Cognitive Theory of Multimedia (Mayer, 2003) postulates that dual-channel (auditory and visual) processing happens when the learner is exposed to multimedia instruction. The addition of only words to pictures or vise versa may not achieve the same results as educators could accomplish by using gamification.  The behavioral changes due to game-based learning activities strengthen the instructional design and hence the outcomes.

 

References:

Clark, J. M. & Paivio, A. (1991). Dual coding theory and education. Educational Psychology Review, 3(3), 149-170.

Gamification and future of education (2017). In the World Government Summit.

Gogos, Roberta. "ELearning Resources from EFront Blog." eFront Blog. eFront, 12 Sept. 2013. Web. 15 Oct. 2013.

History of Gamification (2019, August). In The Growth Industry.

Hsin-Yuan Huang, W., & Soman, D. (2013). A Practitioner's Guide To Gamification Of Education. N.p.: University of Toronto.

Mayer, R. E. (2019).  Computer games in education.  Annual Review of Psychology, 70, 531-549.


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