As in the Oxford dictionary "gamification" is the application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.
A new term emerged during research, and namely "Serious Game", which is according to Wikipedia a game designed for a primary purpose other than pure entertainment.
The word "Gamification" was the word of the year 2011, and it entered the Educational field in 2012.
Implementing games use in Education leaded to a new instructional model GBL- game based learning or DGBL- digital based learning.
A lot of theoretical research has been made lately about gamification. But few implementation has followed. Discussions are made about advantages and disandvatages of using GBL.
Game being the root of "Gamification" it is relevant to know what the last one is. Among others "game" is:
- a competitive activity involving skill, chance, or endurance on the part of two or more persons who play according to a set of rules, usually for their own amusement or for that of spectators.
- any activity undertaken or regarded as a contest involving rivalry, strategy, or struggle.
They say children and youth are ready for GBL, even though learners need a PC and Internet connection (material issues). But teachers, parents and governments are not ready for this change.
Paulo Coehlo (whom I read sometimes for entertainment) in the Romanian version of " Aleph", clearly expresses hatred for academic books. And I've noticed myself how boring those can be. Here is where GBL would be a great alternative that leads to academical success.
Extra info on:
http://gamification.org/
http://www.gamifyingeducation.org/
http://ibuchem.wordpress.com/2011/12/30/gamification-in-education-2012/
http://blog.oup.com/2011/11/squeezed-middle/
http://www.scoop.it/t/gamification-education-and-our-children/p/1733269509/get-ready-for-the-gamification-of-healthcare
I agree with the fact that gamification (GBL)/'serious games' when used appropriately is effective in K-12 schooling as well as further education. Is allows for a variation of assessments and monitoring on kids/students application of knowledge and skill while maintaining the 'fun' and 'interesting' as well as modern learning approach. Its motivating and rewarding and can touch on topics/ideas that lectures and classroom based learning can not!
ReplyDeleteHowever, I disagree in the statement regarding the lack of its use. indeed it may not be in use everywhere, but I am aware of quite a few instances in which such techniques for various subjects (English and Maths specifically) and the generating of real life scenarios (second life, 3d virtual worlds, racing academy-physics simulation, SIMPLE-simulated professional law learning) have been used in schooling as well as University.
I through out schooling, particularly in elementary, had games to learn and improve skills - games for language (Mavis Beacon) and for Science as well as math knowledge/fun tests and quizzes.
Below is a link showing a number of uses in varying locations of GBL
http://social.education.purdue.edu/game/
Lastly, I agree in the sense that this may not always be financially feasible for educational bodies to acquire necessary materials and technologies to effectively make use of GBL for students.
Additionally, a possible differentiation process may be needed to match the very diverse student learning needs represented within one classroom, as well as cultural views on games and their appropriateness in a schooling environment.
If applying GBL I do not believe that it can completely replace teaching, but instead should be used by the teacher to enhance and add to a lessons content and range, while catering to students 'fun' side.
Tom Chatfield's: 7 ways games reward the brain
http://www.ted.com/talks/tom_chatfield_7_ways_games_reward_the_brain.html