e-Learning Ecologies MOOC’s Updates
Optional Update #2: Gamification as a form of active knowledge making
Active Knowledge Making
Active knowledge making is a form of reflexive pedagogy, in which the learner is a knowledge producer and a navigator/ discoverer of knowledge. [FN1] This update explores gamification as a form of active knowledge making.
Gamification
The definition of gamification varies. Werbach and Hunter explain that gamfication is a phenomenon which does not have a universally accepted definition.[FN2] Deterding et. al explain that:
“Gamification” refers to [1] the use (rather than the extension) of [2] design (rather than game-based technology or other game related practices) [3] elements (rather than full-fledged games) [4] characteristic for games (rather than play or playfulness) [5] in non-game contexts (regardless of specific usage intentions, contexts, or media of implementation). [FN3]
Werbach and Hunter provide the following working definition “ The use of game elements and game design techniques in non-game contexts.”[FN4]
The Oxford English Dictionary defines it as:
“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.”
According to Werbach, Gamification involves:
a) “listening to games”, by recognizing that games are powerful, can teach us things, and are designed in sophisticated ways, we can understand the mechanisms of games and how to apply the same techniques, we can achieve powerful results.
b) learning from different intersecting subjects such as game design psychology, management, marketing and economics
c) Using games as a tool to understand human behavior and motivation; and design patterns used in games that trigger human engagement with a specific topic.
d) Fun: gamification creates a sense of engagement because it results in “fun” [FN5]
Gamification as a Changemaker
Gamifiaction can be applied in order to effect three types of change:
a) External: for example potential customers
b) Internal: for example, improving employee knowledge re. products
c) Behavior change: for example, assisting with weight loss.
Gamification in the Context of Learning
Gamification in the context of learning creates internal change as it causes the learner's knowledge base to grow and perspective to change.
When learning is gamified, learners actively participate in the learning process through taking on a role which has incentives attached to certain actions. Some examples of this in actual games are:
1) In Mortal Kombat, characters are incentivized to defeat their opponent in single combat;
2) In Pandemic, characters are incentivized to work with one another, using their distinct strengths to eradicate a number of diseases;
3) In Ticket to Ride, characters are incentivized to earn the most points, meet their goals (gaining bonus points for meeting the goals and losing points if they fail to achieve the goals), and to build the longest railroad.
Gamification takes this concept of placing a learner in a role in which the learner is incentivized to achieve certain actions but for non-game purposes.
Real world examples of this in practice are:
1) Lumosity, which provides users with a number of games designed to improve their cognitive skills; and
FitBit, which tracks users’ exercise and rewards them with badges. Fitbit users can share their results with their friends or community to make staying in shape a fun group effort.
The level of learner engagement increases in accordance with how engaging the gamified aspect of the learning is. For example, if those of us taking this e-learning course were to have a point system for uploading our updates in a timely manner and the winner were to win some sort of a sought-after prize, (eg. credit towards a coursera certification), if the prize were desirable enough, we may see an increase in people uploading updates in a timely manner.
Further Information:
Coursera offers a course on Gamification (hyperlinked), you can watch a teaser by the instructor, Kevin Werbach, here:
This TED talk explains how games can change our perception and enhance our learning about difficult topics.
Footnotes
[1] Bill Cope & Mary Kalantzis, “Conceptualizing e-Learning (chapter 1)” in.
[2] pg. 26, Kevin Werbach & Dan Hunter, For the Win: How Game Thinking Can Revolutionize Your Business (Wharton Digital Press, 2012).
[3] Sebastian Deterding et al, “From Game Design Elements to Gamefulness: Defining ‘Gamification’”, online: <https://www.cs.auckland.ac.nz/courses/compsci747s2c/lectures/paul/definition-deterding.pdf>.
[4] pg. 26 Werbach & Hunter, supra note 2.
[5] Lecture 2.1, Coursera Gamification course
Thanks for your comments. @ Lomesh: the reference to lumosity was an example of a gamified product rather than a tie to active knowledge making. I hope that clarifies the point!
Love to play game on Lumosity. Because it lets to know my cognition strength. But not confirm how it works on Active Knowledge.
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