Gamification of Learning Processes
From Learning and training wiki
GAMIFICATION OF LEARNING PROCESSES |
Form of Gamification of learning processes can be understood as the use of game design elements in learning environments in order to enhance the level of engagement of the learner. As explained in the respective article, the most generally adopted definition for gamification is: “gamification is the use of game design elements (such as badges, points and leaderboards) in non-game contexts” [1].
For an increased level of engagement, an increased level of motivation is required and games elements such as badges, points and leaderboards may be powerful motivational agents when applied in a meaningful way. All these elements (taken from games) concern extrinsic motivation, which “refers to behavior that is driven by external rewards such as money, fame, grades, and praise. This type of motivation arises from outside the individual, as opposed to intrinsic motivation, which originates inside of the individual.” [2] Being so, it has been intensively discussed that extrinsic motivational strategies have a finite term, meaning that their effectiveness may not last. This phenomenon is called replacement or over justification:
The learning environment was the first one to be gamified (from school grades to boyscouts` badges). This fact brings some topics for reflection:
Today many approaches focus on degamifiying learning environments, by criticizing the way people are submitted to tests, which fail to assess the real potential of the learner.
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References
- ↑ Deterding et al. From Game Design Elements to Gamefulness: Defining “Gamification”. 9-15. p.10.
- ↑ http://psychology.about.com/od/eindex/f/extrinsic-motivation.htm
- ↑ Carlson, R.Neil and Heth, C. Donald (2007).Psychology of the Science of Behaviour. Pearson Education: New Jersey.