Have you heard about “gamification”?

Well, it seems that the interest in games is growing in different areas. Those leading activities that require people’s motivation to complete tasks that can seem boring, repetitive, or complex to solve want to take advantage of game features to engage and help to solve problems. For instance, marketing companies that need committed respondents for surveys, are giving them badges and other rewards to keep motivation high. What they do is to embed some features of game design in their activities, using game theory to achieve their goals. This is what is called “gamification” and as we have seen in EDUC222 is a process that has reached the educational arena. But for some people, the term seems too narrow, and using badges to engage people in participating in a discussion is just one part of all the possibilities that games can offer to improve opportunities for learning.

Check out this list of the 5 top sites about game based learning, and read critically! What do you think about gamification? Is this a fair term to describe what we have been discussing about video games and learning?

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3 Comments (+add yours?)

  1. elton1
    Feb 03, 2012 @ 17:34:24

    In my SI 110 class, we spent some time talking about gamification and it’s possible effects. We debated a lot about whether this type of learning could be used as part of real life.

    I think one hilarious piece of gamification comes from XKCD.

    http://xkcd.com/189/

    I think this has a lot of potential!

    Reply

  2. Florencia
    Feb 03, 2012 @ 23:42:17

    Good comic in XKCD! clearly getting external rewards for invested effort makes easier to engage in the task, but as we’ve seen in class, videogames engage people because they combine external and internal motivation (Wed 01/11 class). Just having external rewards can help people to complete more math exercises or to do more squats, but won’t suffice to improve people’s thinking skills.
    There is evidence that the phenomenon of gamification is helping to engage people. What do you think are some of gamification’s potentials? Which potentials can be applied to learning processes?

    Reply

  3. elton1
    Feb 06, 2012 @ 12:07:28

    I think it’s biggest use is actually in learning music. Personally, I have a great internal motivation to play and enjoy sweet music, but practicing is a horrible experience. I think games like Guitar Hero, Rockband, Stepmania (which I’ll do a couple posts about later) have a great potential to teach children and adults how to master the basic concepts of music. For example, the practice and grind methods that I had to master to play more difficult Stepmania songs were actual essential in my personal development of rhythm. With the help of a videogame, I was able to learn a concept (during highschool) that many of my other orchestra classmates had a hard time mastering: counting rhythm.

    Go rhythm games and gamification!

    Reply

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