e-Learning Ecologies MOOC’s Updates
Update #2: Gamification vs. Game-based Learning
In this update I want to speak to the topic of learners being active participants through the use of gamification. The proper use of gamification can put learning goals in the hands of learners and motivate them to develop learning habits that keep them engaged.
What is gamification?
According to Alsawair, gamification is “the application of game features, mainly video game elements, into non-game context for the purpose of promoting motivation and engagement in learning” (Alswair 2017). Gamification also engages users in problem solving.
Gamification vs. Game-based learning
When defining gamification, it is important to distinguish gamification from Game-Based Learning.
Gamification
In gamification, one brings any number of game mechanics into a learning environment. This includes using badges, leader boards, experience points and story-lines to motivate students as they progress and engage with content. Think, earning badges for completing Lynda.com classes that can be displayed on your Linkedin profile. Platforms have been developed to create portability of badges so you can get credit for what you’ve accomplished online. Some examples are
Game-Based Learning
In game-based learning, games are used to enhance learning and to simulate experiences and teach new concepts. Some of the early examples of digital education games that I remember playing in the classroom are Oregon trail, Carmen San Diego, and Lemonade Stand.
For a more detailed description of the difference between the two concepts, visit: http://inservice.ascd.org/the-difference-between-gamification-and-game-based-learning/
Gamification Example
One excellent example of gamification applied to eLearning is the language learning application DuoLingo. DuoLingo product manager Zan Gilani attributes the success of Duolingo to it’s four-part gamification strategy:
Users set specific goals they can achieve every day
Use of visual progress indicators to motive learners to continue their progress
The use of eternal triggers such as emails and notifications to bring learners back
Using the ‘Streak’ concept, learners are incentivized to use the platform at some point every day.
(source: https://usabilitygeek.com/wp-content/uploads/2017/08/duolingo-ux-case-study-achievements.jpg)
Using Game Mechanics to Gamify Your Learning Content
Bunchball.com states that gamification is based on 10 primary game mechanics that are proven to motivate and engage users and generate loyalty (https://www.bunchball.com/gamification):
- points
- levels
- missions
- badges
- leaderboards
- unlocks
- events feed
- notifications
- quizzes
- visual progress indicators
By incorporating these game mechanics into an eLearning context, you can help to motivate learners and keep them engaged throughout the duration of a course.
Resources and References:
The effect of gamification on motivation and engagement: https://www.emeraldinsight.com/doi/abs/10.1108/IJILT-02-2017-0009
Duolingo language learning: https://www.duolingo.com/
What are Game Mechanics?: https://www.bunchball.com/gamification/game-mechanics
The effect of gamification on motivation and engagement: https://www.emeraldinsight.com/doi/abs/10.1108/IJILT-02-2017-0009
Phillip, you provided a succinct summary of gamification: In gamification, one brings any number of game mechanics into a learning environment. However, your summary of Game-Based Learning, where games are used to enhance learning and to simulate experiences and teach new concepts, doesn't appear to be much different than pure gamification.
Are you saying that in order to rise to the level of Game-Based Learning, a game must actually teach you something new? If so, your argument would have been greatly enhanced by sharing some of the things you learned in games like Oregon Trail and Lemonade Stand. You also appear to describe DuoLingo as pure gamification, yet by all accounts it seems to be Game-Based Learning.
I do hope this helps!