What the Gamificaiton of Learning and Instruction is Not


There are many misconceptions about the gamification of learning and instruction, here are some things that gamification is not.

Trivialization of Learning—Gamification is not a cheapening or dilution of “real learning.” Serious learning scenarios are undertaken within game spaces all the time from military games, to sales incentives, to practicing medical procedures or preparing for standardized tests gamified learning can, and is, difficult, challenging and stressful. Well design games help learners acquire skills, knowledge and abilities in short, concentrated periods of time with high retention rates and effective recall. Do not think of games for learning in the same way as you think of games for children. Gamification is a serious approach to accelerating the experience curve of the learning, teaching complex subjects and systems thinking.

New—In spite of the rapid growth of the concept of gamification, the elements of gamification are not new. The military has been using “war games,” simulations and goal driven experiences to train personnel for centuries. In fact, many historians believe that a 6th century game called Chaturanga may be the first game that used pieces to serve as military figures on a fictional battlefield. The pieces represented foot soldiers, elephants, and chariots, which moved about on a playing board much like the modern chessboard. Teachers, faculty members and corporate trainers have been using game-like techniques for a long time as well. Instructors, trainers and professors embed stories in the form of case studies to wrap experiences for learners, create challenges to engage the learners and set goals and provide feedback on progress while providing a safe environment for learners to practice skills. All of these are elements of gamification. What is new is the emphasis of bringing all of these elements together in an engaging manner under the single concept of gamificaiton. The focus on the relationships and dependencies these elements is new. The rapidly growing acceptance of game thinking and game mechanics applied to non-traditional game environments is new and is forcing a re-examination of how games impact learning and performance.

Foreign to learning professionals—It is critical to remember that learning and development professionals are uniquely qualified to lead the gamification effort within organizations. The elements of interactive design that are buried in good instructional design strategies need to be surfaced and applied to the creation of online and face-to-face learning events to create compelling interactive experiences while leveraging the best from game-based experiences.

Perfect for every learning situation—There are many situations when gamification will not work. Too often the learning profession embraces a new concept as the answer to all learning problems and overhypes the concept to the point of backlash. It is important to approach the gamification of content and learning carefully and methodically. If gamification is seen as a panacea and applied to every single learning event all the time, it will quickly become trivialized and non-impactful. Stay focused on using gamification for the right learning outcomes.

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5 Comments

  1. Chris June 6, 2011

    Thanks for the insight. I thank educators need to be educated about games and how it helps students learn. I also would like to see a correlation of standards and gaming skills.
    Dr. Seigle sent me

  2. karlkapp May 26, 2011

    Dianne,

    Such an interesting questions, I decided to create an entire post for my response. See post, “Gamification vs. Serious Games–What’s the Difference?”

  3. Dianne May 24, 2011

    Just curious if you make a distinction between gamification and serious games. (I think getting overly wedded to terminology is a distraction from looking at the quality, or lack thereof, of particular games, but do see that the emphasis seems a bit different when people talk about the two “fields.”.)

  4. karlkapp May 19, 2011

    Thanks you Kaatri for your thoughtful response, I agree that teachers providing students with motivational feedback can be very effective in improving performance.

  5. Kaatri Percival May 19, 2011

    I agree with you that gaming has such potential in education particularly for teaching problem solving skills. In the text, Learning Theory and Instruction (pp 125-129), the discussion on “Activation of Knowledge and its “Instructional Applications” provide support for this opinion. The main topic, transfer, is described as occurring “when knowledge and productions are linked in LTM with different content.” We can encourage this by having students practice new knowledge put to use in a variety of settings and modes. In the gaming environment these factors are easily manipulated. Skill levels can more easily by provided than by static text by requiring transfer via the high road, the low road, forward reaching or backward reaching. For example, our text states, ” students who have difficulty learning new material employ backward-reaching transfer when they think back to other times when they experienced difficulty and ask themselves what they did in those situations (p. 127).

    The additional plus a gaming environment offers is immediate feedback, which keeps the behaviorists happy. Page 128 provides this support, in a study of adults working on verbal analogy problems some were given corrective feedback while others were given strategic advice, it was concluded, “corrective feedback was superior to advice in promoting transfer of problem solving skills.’

    The last point I would like to address is that of motivation covered by this quote from p.129, “Students do not transfer strategies automatically…. Practice addresses some of the concerns but not others…. More complex skills, such as comprehension and problem solving skills will probably benefit from this situational cognition approach( Griffin, 1994). Teachers may need to provide students with explicit motivational feedback that links strategy use with improved performance and provides information about how strategies will prove useful in that settings.” Your example of military training exemplifies this concept.

Karl Kapp
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