If you feel you need a review, go ahead and click the plus sign to open up the tabs. SOME of the premises of our discussions on ‘gamification’ in this course are based on your general understanding of the design of video games and reason why they have been less successfully adopted by teachers. It is not the design of the games that has failed educators.. it appears that it is a lack of an instructional design focus on the part of game designers. In some cases designers who create off the shelf games tend to be smug about it … to the point that they feel they know more about teaching and learning than do their educator counterparts. But game designers have figured out motivation and engagement through their knowledge of narrative fantasy and player interaction (i.e., game play) techniques. Nevertheless I challenge you to find a variety of standalone video games that actually teach academic content.
To repeat: video games do offer plenty of opportunities for educators to integrate terrific motivational, gameplay, and interactive techniques into their classrooms. Thus the ‘teachable moment’ presented this module.
Classical Theories of Play
We cannot begin any discussion of gamification and games in education without first taking a short look at play theory, as one certainly needs to evaluate the efficacy of all of this in terms of what has been shown to work in informal learning environments. Most theorists (except for Piaget, who believe that informal play does not necessarily equate to learning (because cognitive development requires both assimilation and adaptation, while play is assimilation without accommodation (look this up if you are unfamiliar with the terms)), there are some good readings out there to help you assimilate some of this:
- Classical Theories of Play and Recreation
- Child’s Play: Computer Games, Theories of Play and Children’s Development
- Theories of Play – Historical Perspectives
Ok… if you haven’t taken Instructional Design or need a refresher, click the plus sign below to open up a new dialog box
Key Takeaways
Your takeaways from this lesson should include:
- The definition of what a 'game' is/not.
- Gamification is the application of game-based mechanics, aesthetics, etc with the idea to motivate and engage to promote learning (motivation is a key principle in interactive design)
- Gamification is adding fun to the learning experience without trivializing it (affect on interactive interface design?)
- While these concepts are valuable, not all teachers are ready to automatically adopt games or the concept of gamification.. they must be taught to learn these concepts (how do you design an activity/lesson/interface that encourages engagement?)
- While all games teach SOMETHING, it may not be what the teacher or instructor intended. Games need to be evaluated and assessed to be sure they match the lesson goals set forth
- Game designers can learn from educators. In turn, educators can be informed by game design... but this symbiosis is not automatic or always apparent.
- Based on the review of the module on the educational value of video games, you should understand at least why teachers do not tend to adopt games (at least on a standalone basis), and/or what need to be added to games to make them more educational (at least from the perspective of teaching academic CONTENT).
The concept of gamification is picking up steam, especially with interaction design folks. IN fact, there is an article on their site that demonstrates how gamification and interactive design go hand in hand. Remember, when we talk about gamification we are also talking about lessons with games integrated and those that utilize aspects of gamification but do not actually have a game embedded.