After watching this video, In your
blog, answer the question, "What things are most important to remember
about 'Gamifying' education?"
Movies enable learning, and facilitate
education. Specifically what the narrator in the video called tangential learning.
Tangential learning is learning by being exposed to things in a context with
which you are already interested. While we have done this our whole life, it is
the first time I really thought about it in terms of education (I know terrible
teachers right! Ha) What I mean was for the first time I could see video games
as a new medium for inducing this type of learning in a classroom. In my business classes, we watch some specific
movies that correlate well with certain chapters. For example, in Management
class when we discuss grouping, resisting change, and the psychology of the workplace,
the class watches Moneyball. Afterwards students answer questions based on the movie, which is pretty standard affair for showing movies in classroom. This is a great movie and the students really
enjoy watching the concepts of the chapter unfold, but after watching this
video for assignment, I realized all of those emotions and (a-ha) moments I was
trying to create through watching the movie could perhaps be done to an even
more engaging degree through the proper implementation of gamifying.
What things are most important about gamifiying education?
For me it is to remember that the outcome(s) should always be the persistent reasoning for gamification.
What I have seen so far from those passionate about this learning theory
is a mutual feeling on this importance. Once the educators have
established using gaming as a tool, the
next most important step to me would be design. That is why implementation, design,
and strategy are extremely important to the overall process in my opinion. I
have said before taking an instructional designer approach to gamifiying a curriculum
or lesson would be a great strategy. I think every learning theory
understands that student success is the driving force for all decisions.
More thoughts I had were on defining what type of gaming you
would like to introduce. Are you viewing
gamification as a way to re-write a curriculum that is based more on the reward
foundation such as XP, badges, feedback, and ranking systems? For example, passing a test gets you XP towards a new title
in class or you use XP as extra points on a test. A type of gradual
progression offered in real world terms compared to the virtual world. That
type of gamifiying could be a great starting point for some teachers, but could
also lead to missed opportunities. Opportunities such as engaging students in virtual worlds
where they can produce their own tangential learning. The second idea of
gaming could be, engaging students in educational "games" as the
video stated for example, Math Blaster. A third approach could be using
mainstream video games to connect a learning objective. For example, this Norwegian
teacher is using the walking dead game as a pathway to teach about ethics. (change captions CC to English)
Maybe you would like to engage in all three aspects and create the
ultimate gamifying experience. I think beyond what you want to do with gaming in
the classroom, we can all agree it has to have a purpose, outcome, and draw
meaning.
My final thought on what to
remember when gamifying education is to spread the theory like a contagion.
Specifically, on the benefits and potential gamifying has. The stigma of video
games as an entertainment medium only will continue to grow as long as the industry
continues hit billion after billion in profit growth. More and more games
will be judged and persecuted as inappropriate (maybe even with some merit). The opportunity to use the RIGHT gaming technique and psychological process
should not counteract the learning theory developing from gaming in education.
Coverage of the Indie game market that is producing some of the most educational
friendly games should also be presented as “gaming”. Sadly, most non-gamers
view the mainstream industry as murder simulators and springboards to violence. I am sure they never thought to read about
Portal, Journey, Braid, or other games that shine a spotlight on the artistic
side. Gamifying
education is still about the active engagement of its learner. Much the same
way instructors show movies in class, why should this form of entertainment be
any different? Was Wallstreet made to be entertaining? Absolutely, it just so
happened to be a great way to teach ethics much like Tobias Staaby used The Walking Dead to explore the same concept. If you ask a student which one they'd rather to learn about Ethics what do you think they'd prefer? Which one do you think would leave a lasting impression and knowledge? Maybe we don't know these answers until we try. . .
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