Showing posts with label gamification. Show all posts
Showing posts with label gamification. Show all posts

Monday, October 29, 2012

Gamification. A new trend in Education

 


According to GamifyingEducation.org gamification is the use of game-like thinking and elements in places that aren't traditionally games. The use of game mechanics and dynamics like badges, leaderboards, and actions can be useful for improving motivation and learning in informal and formal settings.
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.

Games are interesting, catchy and highly instructional as I've experienced it myself. Entertainment is what we lack in days of full schedule, so I would tend to think that developing GBL models for grown ups would also give extra motivation and support for life long learning processes.
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