Technology is rapidly changing the way in which we learn at home, school and at work. Gamification is an important trend that allows students to engage with content through repetition and practice to clarify understanding of complex and critical processes (Kunkel, 2014). Gamification was first invented in 2002, but it wasn’t until 2010 that it began to be used in a wider context. Gamification originated in domains like business and marketing but it is making its way into education, expanding beyond eLearning and training. It is a “shorter, more engaging, accessible and effective learning experience” when adopted successfully (Zamir, 2015, pg. 2). Allen Communication Learning Services, Chief Learning Officer Michael Noble says in Zamir's 2015 paper,
"learner types are a myth...we are all visual and auditory learners. Everyone learns better when they are all able to associate visual with other media like text and sound. Good design find ways to incorporate different media, and decreasing cost of rich media make expanded use of video, animation & interactive graphics a no brainer (p.1)."
According to Entertainment Software Association’s 2013, “Essential facts about the Computer & Video game industry, 58% of Americans play video games” (Hsin-Yuan Huang & Soman, 2013, pg. 6). “Gamification will be the new problem solving tool-not just a tool to enhance learning” (Kunkel, 2014, pg.4). Researchers concluded gamification in an e-Learning platform has great potential for increasing motivation, emotional and social support for students (Petit et al, 2012).
"learner types are a myth...we are all visual and auditory learners. Everyone learns better when they are all able to associate visual with other media like text and sound. Good design find ways to incorporate different media, and decreasing cost of rich media make expanded use of video, animation & interactive graphics a no brainer (p.1)."
According to Entertainment Software Association’s 2013, “Essential facts about the Computer & Video game industry, 58% of Americans play video games” (Hsin-Yuan Huang & Soman, 2013, pg. 6). “Gamification will be the new problem solving tool-not just a tool to enhance learning” (Kunkel, 2014, pg.4). Researchers concluded gamification in an e-Learning platform has great potential for increasing motivation, emotional and social support for students (Petit et al, 2012).
What is Gamification in Education?
MacMillan (2011) defines gamification as the “use of game mechanics, dynamics, and frameworks to promote desired behaviors, has found its way into domains like marketing, politics, health and fitness, with analysts predicting that it will become a multi-billion dollar industry by 2015”(Lee & Hammer, 2011, pg.1).
“Educational approach to motivate students to learn by using video game design and game elements in a learning environment. The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspire them to continue learning” (http://en.wikipedia.org/wiki/Gamification_of_learning).
Advantages
|
Disadvantages
|
Cost effective & easily accessible
|
Viewed by some as a fad
|
Easy to use (children can play and learn)
|
Less serious approach to education
|
Global trend
|
Useless to those who do not like games
|
Most people love games
|
Time availability
|
Competitive
|
Technological problems
|
Track improvement, beat personal records e.g. FitBit technology
|
Unrealistic with too many students
|
Blended learning = better outcomes
|
Ineffective for some learning content
|
Chance to bring fun & joy into classroom
|
Should not replace comprehensive curriculum
|
Makes learning visible, learn from failure
|
New learning tool, more research needed
|
Immediate feedback, auto grading
| |
Creative way to learn, use problem solving skills
| |
Allow players to collaborate and connect
| |
Inspires, engages, and motivates students to learn
| |
Increases autonomy and competence
|
Gamification in Higher Education?
“Educational gamification proposes the use of game-like rule systems, player experiences and cultural roles to shape learners behavior through cognitive, emotional and social interventions” (Lee & Hammer, 2011, pg.3-4). Companies and education institutions are using games to develop creative solutions and training such as instructional design, 3D animation, business strategy consulting and course marketing. Games can be used in almost every field of study- engineering to nursing. In March 2011, Siemens Industry Inc. launched a very successful online game called Plantville to build brand awareness, recruit new engineers etc. This game challenged engineering students and professionals to become a plant manager, maintaining operation of their plant while improving productivity, efficiency and facility health” (Johnson, 2012, pg. 1). The game was a great success and since that time over 23,000 engineering professionals have spent approximately 14 minutes with the game every time they visit the site. Increasing prospects, customers, engineering recruits from more than 600 universities and colleges, with more than 3,500 employees. Excelsior College, Center for Game & Simulation based learning and the University of Minnesota School of Nursing introduced web based interactive games to engage nursing students in real life health care scenarios with great, positive student feedback. Lapkin et al. (2010) states “Simulation mannikins showed to significantly improve knowledge acquisition, critical thinking and ability to identify deteriorating patients” (Petit et al., 2012, pg. 4).
References
Hsin – Yuan Huang, W., & Soman, D. (December 10, 2013). A Practioner’s Guide to Gamification of Education. Rotman School of Management-University of Toronto. Retrieved June 02, 2015 from http://inside.rotman.utoronto.ca/behaviouraleconomicsinaction/files/2013/09GuideGamificationEducationDec2013.pdf
Johnson, Andrea. (December 10, 2012). Gamification: How Siemens got 23,000 engineers to learn about its brand. B2BLeadRoundtableBLOG. Retrieved June 12, 2015 from http://b2bleadblog.com/2012/12/implement-gamification-strategy.html
Kunkel, V. (2014). Top 8 e-Learning and Ed Tech Trends for 2015. Retrieved June 03, 2015 from http://elearningindustry.com/top-8-elearning-and-edtech-trends-2015.
Lapkin, S., Levett-Jones, T., Bellchambers, H., & Fernandez, R. (2012). Effectiveness of Patient Simulation Mannikins in Teaching Clinical Reasoning Skills to Undergraduate Nursing Students: A Systematic Review. Clinical Simulation in Nursing, 6 (6), 207-222. Retrieved June 3, 2015 from http://www.academia.edu/6566698/Developing_the_Serious_Games_potential_in_nursing_education
Lee, J., & Hammer, J. (2011). Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 15 (2). Retrieved June 12, 2015 from http://www.academia.edu/570970/Gamification_in_Education_What_How_Why_Bother
MacMillan, J. (2011). Gamification: A growing business in invigorate stale websites. Retrieved June 11, 2015 from http://www.businessweek.com/magazine/content/11_05/b4213035403146.htm.
Petit dit Dariel, J., Raby, T., Ravaut, F. & Rothan-Tondeur, M. (2012). Developing the Serious Games Potential in Nursing Education. Nurse Education Today, 33 (12), 1569-1575. Retrieved June 03, 2015 from http://www.academia.edu/6566698/Developing_the_Serious_Games_potential_in_nursing_education
Wikipedia encyclopedia. (2015). Retrieved June 04, 2015 from http://en.wikipedia.org/wiki/Gamification_of_learning.
Zamir, Ron. (2015). Learning Trends Provide Better Business Results in 2015. Training Industry. Retrieved June 03, 2015 from http://www.trainingindustry.com/content-development/articles/learning-trends-provide-better-business-results-in-2015.aspx
No comments:
Post a Comment