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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Gamification Theories |
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Overlapping terms:
It is impressive to see how many people are still talking and writing mistakenly about game-based learning (learning games, serious games) and naming it gamification of education, - of the classroom, - of learning and training.
The distinction between these terms is paramount: gamification regards the application of some selected game elements (points, badges, leaderboards) into non-gaming contexts, acting as extrinsic motivational tools. Many game theorists and game designers claim that “gamification” misuses the word “game” by referring to techniques that exclude the most relevant elements of game design and game thinking, suggesting “pointsification” as a better suiting label for the practice.
Thus by excluding the most relevant elements of games (those which turn the activity from a ordinary one into a ludic one, providing a full game experience), such as narrative, immersion, music, visuals and addictiveness, gamified activities or practices should not be named “games”.
Serious games and learning games provide a full game experience, differentiating themselves from gamified activities/practices. Serious games and learning games are the platform for the application of game-based learning approaches, which should be a better alternative than gamification when concerned to learning environments. Summing up, the gamification of learning processes is about bringing simple elements from games into learning environments, whereas game-based learning will bring the learning content and activities into the game, becoming then the learning environment itself.
However the gamification of content and environments is more simple and therefore faster and cheaper than the creation of a game, wherein the learning process will take place. And this is the reason why so many people have been choosing the cheap and fastest way, which may in its turn be loaded with several moral issues, to be discussed bellow.
In addition you may follow the links below, which relate to articles distinguishing gamification of learning processes of game-based learning:
Gamification vs. Game-based learning in education
Game-based learning vs. gamification
Game-based learning, gamification, game
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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.