Digital Competency:
Gamification: is it being used effectively to enhance learning?
Gamification is a very controversial topic within education
as it can often be perceived as a massive distraction to education itself as
well as influencing bead traits within education itself. Gamification is
described as the “introduction or application of elements of games into
non-game contexts” (Oxford Analytica, 2016,p.4). It can also be argued that in
many ways games are being used more and more in the classroom (Selwyn, 2016).
As well as being beneficial in education within this blog post I will be discussing
both sides of the argument and convey a fair point as to why gamification is
such a big controversy in modern education. Gamification can’t only be seen
being used within a primary environment, it is also used throughout high school
as well as higher education such as university, sixth form and college.
According to Gee (2004) “good video games incorporate good learning principles,
principles supported by current research in cognitive science”. Along with this
from my own experience with video games within a classroom environment, they
can also have a negative effect and leave a negative trait with pupils. Such as
causing lack of engagement and willingness to learn which are two big factors
in a successful education.
Can gamification actually enhance learning? The answer
appears to be yes, as gamification according to Oxford Analytica (2016) is a
“new mode of teaching and learning”, as explained within this report made by
the Oxford Analytica it is a relatively new concept that can be incorporated into
education with a more than positive outcome. Within this report it says that
there are many elements that games consist of that have relevance to education
but however these are the three main ones:
·
Mechanical elements, such as incremental progression,
on boarding, and instant feedback.
·
Personal elements, these include status, visibility,
collective responsibility as well as leader boards and rankings.
·
Emotional elements, in particular the psychological
state of flow.
As far as gamification goes in education so far it is only
led by a small number of teachers and academics. As far as the positives go for
gamification they are seemingly endless, however there is one advantage within
gamification that is sticking out the most in my research which appears to be
the freedom to fail. This is seen as a key part in the gamification element of
education as within the majority of games that are used for education purposes
failure is key in learning how to play the game. As tendency to avoid failure
is usually particularly high within pupil’s video games teach the students that
you only have to fail to eventually succeed. Within a book wrote by McGonigal
(2011) she writes how she captures students “engaged” and “fully alive”.
Engagement appears to be a key element within education that we’re missing with
the use of technology within classrooms and lack of engagement, perhaps
including more technology such as gaming within the class room could stop this
problem or could it have a negative effect?
However on the other hand gamification could also have a
knock back and negative effect on the pupils it is effecting within modern
education today, as students should see failure as an opportunity, instead of
becoming unmotivated or fearful (Kiryakova, 2014). This could have a
detrimental effect on several pupils as they might not only be fearful of
trying again but may also become embarrassed in front of other students which
could also have a massive negative effect on their education all together. As
well as this Tiffany Ford (2015) says that gamification can decrease student’s
attention span. This is believed to be caused by the speed of instant feedback
which creates a problem with the student’s attention span. This could lead to
children expecting instant feedback from all parts of their education which
will lead to frustration which is again another negative trait. Ford (2015)
also implies the reality and the problem of cost that gamification can bring,
as there is always going to be initial equipment costs, software costs and
sometimes training of the teachers of instructors to actually teach you how to
use the gaming software effectively enough for the student to actually benefit
from the process. As well as this students could also face costs for the gaming
software which then creates a barrier essentially for the children to enter the
classroom which can also have an overall negative effect and lead to more
problems down the line in their education.
Is gamification actually effective? According to Harvard
Graduate School of Education only 56% of students complete there four year
degree in six years. According to Suzanne Holloway (2018) this is due to the
systematic flaws within the education system as schools are seemingly behind in
areas all around technology and gamification. During my education which is
still currently on going I experienced no gamification at all until I entered
higher education, therefore have not experienced its capabilities however
according to Education Technology (2018) “research suggests that we learn best
by doing, not just reading”. However gamification is not quite the same as its
close relative game-based learning in fact it is completely different, as these
two can sometimes get confused. Gamification aims to enhance the learning
experience through motivation and the feedback loop process which offers direct
feedback which benefits the pupils greatly to a certain extent. In recent years
gamification has become a heavily recognised teaching strategy, according to
Matthew Glotzbach (2018) gamified education apps have proliferated, leading
students to expect them in the classroom. This has a negative and a positive to
it. The positive being it is helping engage but on the other hand students may
become impatient when asking for more gamified lessons as it could become a
norm.
Within the classroom teachers could also not be properly
equipped on how to use the devices provided which could also have a negative
effect more so than a positive as Glotzbach (2018) states that “Learning
resources are only as good as the educators who put them to use”. The theory
behind almost all learning comes from the scaffolding theory which as Kriti
Khare (2018) says “is closely related to Vgyotsky’s Zone of Developments.” This
is based off the theory that if students want to learn the teacher can help
them essentially build a scaffolding structure. Scaffolding within education is
seen as using techniques such as modelling and continuous feedback, this is how
gamification functions so in hindsight this can be applied to essentially
gamify a lesson effectively.
During my time studying within sixth form I can reflect on a
time using apps such as Kahoot to enhance learning and engage the class,
however this app was seen more as a reward system at the end of the lesson.
Therefore seen as something to work towards which motivated me and my peers
heavily, the impact of gamification during my experience has been extremely
positive. As it doesn’t only engage the students but in my instance was used
effectively as a reflective tool throughout my A-level ICT lessons which had
more than a positive outcome. However during some of my experience whilst using
these apps such as Kahoot it has had a negative effect as the class seem to
lose focus on the task at hand which results in a lack of learning which could
be perceived as a result of lack of attention span from gamification itself. As
Glotzbach (2018) emphasizes that “one of the most vital benefits of
gamification is its ability to provide variety for teaching students how to
learn and how to think”. And within my experience it has done exactly that.
In conclusion I believe if used effectively gamification can
be used to effect any classroom positively, as well as this have an endless
positive trait for the students that it is effecting. From the research I have
done prior to writing this blog post it is easy to be misled by the negatives
that gamification can bring however when looking deeper into the topic it is
seen that the positives ultimately outweigh the positives massively in all
aspects of learning. My final conclusion is that “Thanks to many of the above
principles, good games stay within, but the outer edge, of the player’s “regime
of competence” (diSessa 200).
Reference List:
Gee, J. P. What Video Games Have to
Teach Us About Learning and Literacy. New York: Palgrave/Macmillan, 2003.
Analytica, Oxford.(2016)
"Gamification and the Future of Education”. World Government Summit
(2016).
Selwyn, N. (2016). Education
and technology: Key issues and debates. London: Bloomsbury Publishing.
Worldgovernmentsummit.org. (2016). [online]
Available at:
https://www.worldgovernmentsummit.org/api/publications/document?id=2b0d6ac4-e97c-6578-b2f8-ff0000a7ddb6
[Accessed 3 Apr. 2019].
you found me. (2011). you
found me.. [online] Available at: https://janemcgonigal.com/ [Accessed 3
Apr. 2019].
Kiryakova,
G., Angelova, N., & Yordanova, L. (2014). Gamification in education,
Proceedings of 9th International Balkan Education and Science Conference.
Top Hat. (2018). 4
Pros and Cons to Gamified Learning | Top Hat. [online] Available at:
https://tophat.com/blog/gamified-learning/ [Accessed 5 Apr. 2019].
Glotzbach, M. (2018). Gamification
can help education — here’s how. [online] VentureBeat. Available at:
https://venturebeat.com/2018/09/06/gamification-can-help-education-heres-how/
[Accessed 4 Apr. 2019].
Medium. (2016). Educational
Practices behind Gamification. [online] Available at: https://medium.com/a-teachers-hat/educational-practices-behind-gamification-cf316acce60f
[Accessed 3 Apr. 2019].
diSessa,
A. A. Changing Minds: Computers, Learning, and Literacy. Cambridge, Mass.: MIT
Press, 2000.
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