Gamification of Learning Processes

Gamification of Learning Processes

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Term2.png 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 over-justification effect occurs when an expected external incentive (reward) such as money or prizes decreases a person's intrinsic motivation to perform a task. According to self-perception theory people pay more attention to the external reward for an activity than to the inherent enjoyment and satisfaction received from the activity itself. The overall effect of offering a reward for a previously unrewarded activity is a shift to extrinsic motivation and the undermining of pre-existing intrinsic motivation. Once rewards are no longer offered, interest in the activity is lost; prior intrinsic motivation does not return, and extrinsic rewards must be continuously offered as motivation to sustain the activity.” [3]


Check this article where Gabe Zichermann`s (the most prominent pro-gamification guru) responds to this line of criticism.


The first gamified environment

The learning environment was the first one to be gamified (from school grades to boyscouts` badges). This fact brings some topics for reflection:


Degamifying

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.


Overgamification or regamification?

Others are seeking to gamify learning environments; however, we have learned that it is already a gamified system. So we are not talking about gamifying but about overgamifying or regamifying. To overgamify may be understood as being redundant, for instance by adding points to something that is already based on grades or give badges for something that already provides a certificate. To regamify may be understood as deconstructing and reconstructing the system, by letting the old aside and implementing innovative strategies, even if armored with the same principles.


Toolkit.png Gamification Theories
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References

  1. Deterding et al. From Game Design Elements to Gamefulness: Defining “Gamification”. 9-15. p.10.
  2. http://psychology.about.com/od/eindex/f/extrinsic-motivation.htm
  3. Carlson, R.Neil and Heth, C. Donald (2007).Psychology of the Science of Behaviour. Pearson Education: New Jersey.