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Guest Post | Here Is How Gamification in the Classroom Can Succeed (and Fail)

10/15/2016

7 Comments

 
Author: Bob Hand
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In educational circles, gamification has gone from being a mere curiosity to being a billion dollar industry. Some educators have since dismissed gamification as a fad, while others continue to search for new and effective methods of engaging students with gaming elements. Both sides have valid points. Many teachers have experimented with different strategies of gamification in the classroom. Results have ranged from promising to utterly wasteful. 

​The term “gamification” was coined in 2002, and it is defined as “introducing game elements and mechanics to enhance a product, service, or process”. There is a reason why educators continue to pursue gamification; successful gamification engages the audience — and keeping the attention of over thirty students is no easy task. Here are some of the best and worst attempts at using gamification in education:


​Effective Uses of Gamification in the Classroom

1 | Recontextualizing the Classroom as a Role-Playing Game 
One of the most popular examples of gamification in education was pioneered by college professor Lee Sheldon. Though his methods were developed for the college classroom, they have been adapted by K-12 teachers.
 
Different aspects of the classroom have been reframed into a narrative more befitting a fantastical adventure than a typical lecture: Grades have been replaced with experience points and levels. Students ending the class at level twelve are given an A+, with each level below resulting in a reduction of half a grade. Students create avatars to represent themselves. Students are formed into groups called guilds. Traditional assignments have been replaced with quests, and raids.
 
This isn’t just word play. This new paradigm for education changes the way students think about school. Here is a video that summarizes the positive effects that these labels can have:
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While the unusual labels may capture pupils’ imaginations, the structure of the class has also been modified to improve student engagement. There is an increased freedom in what assignments students can complete, and what order they complete them in. Students in guilds can receive bonus experience points for good teamwork, leading to a sense of camaraderie.
 
The results are promising: According to Sheldon, the average class grade went from a C to a B. He also reports much better attendance records. This style of teaching clearly resonates with students.
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2 | Using videogames to structure lessons
Opponents to gamification in the classroom often mistake it as an attempt to replace traditional methods with gimmicky games. Critics fear that, for students, objectives within these games will subvert the subject material. This is not necessarily the case.
 
Gamification can guide lesson planning and classroom structure in exciting and productive directions. For example, one high school teacher in Virginia introduced his Social Studies students to key concepts through the video game Civilization IV. In this game, there are multiple ways to win: warfare, technological superiority, social policies, or diplomacy. Governments interact with each other in complex, realistic ways — making it a great tool to explore how international disputes can be formed and resolved.
 
Eventually, each class was separated into its own governing body representing a different U.S. state. An alternate version of American history ensued: Classmates voted on important issues, and the fate of the nation was determined through interactions between the “states”. Students enacted change through laws. In some cases, classmates’ votes were divided, which led to stalled legislation. Elections were held. Some states seceded. The fate of the nation was decided by the actions of these “governments.”


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Obviously, the fiction spun by these classes is not central to the subject matter. However, the narrative offers opportunities to teach about legal processes and social issues in a context that students will care about. Students were enthusiastic about classwork. In a survey that the teacher later conducted, 80% of his students reported that they wanted the “game” to continue. The teacher reported that this method was highly successful at helping students retain key concepts. 
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Ineffective Uses of Gamification in the Classroom

1 | Enticing Students with Digital Prizes
Most readers will remember Accelerated Reader. Since the late ‘80s, this reading incentive software has encouraged a generation of students to read for points. Instructors often allow students to redeem points for small prizes. Several competitors also created reading incentive software, with systems built-in to encourage students to read for digital prizes.
 
There are a number of problems with these programs. A learning strategy like this can fail, since the desire for the rewards within the game can supplant the desire to learn. Rather than reading out of curiosity, the ultimate goal of reading is to attend pizza parties and bedeck virtual avatars with accessories. While proponents of gamification praise games for motivating learners through intrinsic motivation, reading incentive programs actually use extrinsic motivators. Badges, achievements, and experience points can become more important to students than the learning process.
 
Book selection for students is drastically reduced when using such software. Since quizzes need to made for each book in these programs, there are a limited number of books that qualify. Students will be forced to choose a book that is supported by the program. Furthermore, students will be encouraged to avoid books with low point values, which they might otherwise be interested in reading. In order to successfully participate in a reading incentive program, students will have dramatically reduced reading options. 
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In this case, gamification only serves to distract and hinder learning. It reduces learning to rote memorization, and limits options. Under this model, students become superficially interested in reading; they will modify their reading habits to accrue points for prizes. It is fine to use points and badges in the classroom, but they should not be the ultimate motivator.


2 | Implementing Superficial Games in Lesson Planning
A misconception is that gamifying education simply involves injecting games into lesson plans. One of many surprisingly common substitutes for a proper review is the “Jeopardy lesson plan.” Like contestants from the game show, students are tasked with answering questions from five or so categories with varying levels of difficulty.
 
This is not an effective attempt at gamification for multiple reasons. For one, students who do not already know the answers cannot learn the answers during the game. It is not interactive, nor does it actively teach students anything. The nature of the game only keeps one student engaged at any given time, since participants must take turns.
 
This type of review is also superficial. Dr. Audrey Beardsley from Arizona State University, a college renowned for innovation, states that this type of game makes students “experts at answering test questions without entirely understanding the concepts justifying their answers.” Superficial learning is not the desired outcome of any attempt at gamification.


Looking Ahead

Teachers now have access to data on real-world applications in gamifying education. Some strategies have captured the imagination and attention of scores of students. Others have fizzled. Some educators will continue to question the efficacy of gamification, but it is clear that it promotes student engagement when done correctly.
 
There are several new methods and technologies on the horizon that may prove effective. More schools are adopting BYOD (Bring Your Own Device) policies as a way of increasing access to technology in the classroom. Virtual reality will give students opportunities to explore subjects in new ways. If educators continue to keep their minds open to new ways of engaging students, then gamification will continue to have a profound impact.
 
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About the author:
Bob Hand is a blogger from Boise, ID. He studied English with an emphasis on Secondary Education at the University of South Carolina, and continues to keep a pulse on current issues in education. His hobbies include reading and collecting vinyl records. You can follow him on Twitter @bob_hand567.
7 Comments
Madison link
10/20/2016 11:10:48 am

Really interesting, thanks for sharing! You bring up a lot of good points about how ineffective gamification is linked to the assumption you can just include a game in a lesson, particularly one with digital prizes, and that will improve learning, when of course that is not necessarily the case. It is true digital prize games can be fun but they can be used superficially but not to truly encourage learning enjoyment, as it becomes all about the prize. The Civilisation IV game looks like a great way to include gamification, where students learn actively and are incentivised by the enjoyment of improving and learning real skills, great examples!

Reply
Bob Hand
10/20/2016 03:37:02 pm

Thanks for reading! There do seem to be a lot of misconceptions about what gamification really entails. I found Lee Sheldon's "The Multiplayer Classroom: Designing Coursework as a Game" to be a helpful resource. While students may first balk at some of the changes in a "gamified classroom", these strategies definitely improve engagement.

Reply
Roxanna
10/29/2016 06:43:08 pm

I found this very interesting. I think that structuring lessons like a role playing game could definitely be an innovative way of engaging students in the subject matter by having them choose the assignments they want to complete. I could see why grades would increase too because the motivation is there to not only"earn points: but "level up" as well. I am reminded of the countless Facebook games and how people would spend actual money to earn points in order to get to the next level, so I could see students being motivated too.

However, I also agree that programs like Accelerated Reader with digital prizes or points are lacking. I found students would only turn to lower level books because the quizzes were easier to pass. So, they were not reading up to their level and not increasing their reading comprehension.

Reply
Bob Hand
10/31/2016 03:38:20 pm

I appreciate your feedback. The "experience points" system feels less punitive to students; students never "lose points" in this framework. It gives the class a better sense of progression, and students are less likely to feel defensive about poor grades.

The multiple choice format of most incentive programs are also an issue. It promotes the rote memorization of (sometimes trivial) facts rather than deeper understanding.

Reply
Andrew`
10/29/2016 08:32:26 pm

Fascinating stuff. I looked up this concept as a way to incorporate games while teaching Ender's Game and was surprised to see that my idea was not far-fetched. Although, in the book, the military uses games to trick children into winning wars. Would you say that we could be using games to trick students into learning?

Reply
Bob Hand
10/31/2016 03:54:10 pm

Thank you for reading! I would agree with you that it is a way of "tricking" students — but the point of the deception is to recontextualize the way students think about school and grades. Students, for the most part, are highly negative about the current system. Some components of gamification (like choice and collaboration) are simply good teaching strategies.

The parallel to Ender's Game is actually pretty appropriate, as far as using games to teach. Ender mastered real-world skills through games — though his trainers were certainly not ethical! In the future, we could run into ethical problems related to deceiving or brainwashing students through gamification. It is an interesting topic to consider.

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Ashish Jain link
3/13/2019 05:08:38 am

Great Post, Thanks For Sharing

Reply



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