8 Part Series on Gamification as Reigeluth’s Post-industrial Paradigm of Instruction: Part 5

Approximate Reading Time: 2 minutes

Customized vs Standardized

This idea should include customized content as well as customized methods.

player-statsI recognize that it may not be practical to do this individually in a large class – but it is possible in smaller classes. What is possible, even in a large class (I know because I’ve done it) is to set up a collection of content, methods and work for the students and then let them choose from a variety of tasks. This of course means that you, as the instructor (or course designer) must actually design all (*) of your assignments before the term starts. It also means you must have your assessment schemes set up at the start of term too. Students deserve to know how they will be assessed before they start an assignment.

Another way to do customization is to support a variety of paths through the course content. When a game is designed it usually gets laid out in a map according to the places the player can access or the regions on the game world. Each “node” in the map is a place where the player can do something. All eventually lead to the final challenge of the game. Sometimes you can go directly to the end game but players will rarely have the skills and assets they need in order to meet the final challenge. Often you will need to meet specific challenges at various points before being allowed to continue to the next one.

snap02006We can take this same approach to the design of allowable paths through a course. Although most of us learned our disciplines through lectures and textbooks that were organized linearly (see Figure 1), there is nothing inherently natural about this approach and there is very little evidence to suggest that this is an appropriate way to learn. It gets done mostly because it is easiest and most ‘efficient’ for the institution and the instructor, not because it is best for the student.

snap02007If instead of thinking about subjects as an ordered set of topics, we consider the actual dependencies of various topics, concepts, and skills, we can use that to create a flexible learning path (Figure 2). Clearly, some things must be addressed in a specific order, but others will be order-independent, and some are truly required while others can be optional. This has the added benefit of making relationships between the various topics explicit.

(*) You don’t actually need to have all of them ready, but you should have most of them. I often have a few categories (such as my Discovery and Delivery Quests) that I can set up on the fly to meet the needs of the class.

2012-01-08-14-00-45_wmJust to keep things organized: these are Reigeluth’s 8 core ideas for a new post-industrial paradigm of instruction:

  1. Learning-focused vs. sorting focused.
  2. Learner-centered vs. teacher-centered instruction.
  3. Learning by doing vs. teacher presenting.
  4. Attainment-based vs. time-based progress.
  5. Customized vs. standardized instruction.
  6. Criterion-referenced vs. norm-referenced testing.
  7. Collaborative vs. individual.
  8. Enjoyable vs. unpleasant. [1]

For more on my gamified approach to course design, see here. I am working on a book that should be out in 2016.

  1. C. M. Reigeluth, “Instructional Theory and Technology for the New Paradigm of Education,” Revista de Educación a Distancia, vol. 11, Sept. 30 2012 2012.
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8 Part Series on Gamification as Reigeluth’s Post-industrial Paradigm of Instruction: Part 4

Approximate Reading Time: 3 minutes

Attainment-Based vs Time Based

Buffy the Vampire Slayer,2001, S5,E12, Checkpoint

Image Credit: Buffy the Vampire Slayer,2001, S5,E12, Checkpoint

The idea behind attainment-based instruction is that students move on to a new topic or competency when a standard of achievement has been attained, rather than when a certain amount of time has passed. Along with that goes the notion that students should be allowed to move on as soon as they have mastered something if they want. Also, it means that students can remain with a topic until they have mastered it.

Among other things, this means that students are not made to waste their time. This form of progression is the norm in games. Different players will get through the game at different rates, but if they win, all will usually have had similar challenges and learned similar things. That’s pretty much what I want when I teach.

This idea also has implications for grade expectations. In a typical game players start with a score of zero and must earn points. Contrast that with a typical course where, whether it is stated explicitly or not, most students go into a course imagining they have an ‘A’, and every time they earn less than a perfect score on something, they see it as having done something wrong (*).

snap01534In a gamified course, all students start off with a score of zero, and everything they do adds to their score (in my version they are guaranteed never to lose points they have earned(**)). If they blow an assignment they simply earn fewer points and must either re-do it or do something else to earn the points they need. There is no one thing they can do that will prevent them from earning an ‘A’.

This has a profound impact on the risk associated with any individual item and often results in students trying things they might otherwise not, which can in turn result in students actually learning more.

This also changes the stress effects of the course in general. Today’s students often have to juggle many different things – school, jobs, personal lives, … I’ve had more than a few students who were single parents, or had to cope with a serious illness or death in the family during term. Taking an attainment-based approach recognizes and respects the fact that school is only one of many things that students must cope with. Allowing them to complete things (as far as possible) at their own pace and on their own schedule allows them to juggle their time in a very personal way. I’ve had students with almost no points at the 1/2-way mark in the course pull it all together and end up with an A. I’ve also had students who anticipated heavy demands from term projects in other courses and worked ahead in mine when they had the time, thereby evening out their workload over the term. And then there was the student who had a close family member pass away near the start of term and who had to go to Europe for the funeral. They struggled throughout the term but the inherent flexibility in the way my course was assessed allowed the student to catch up and still pass. Had this been any other course, missing a bunch of classes at the start of term would have almost certainly meant a fail.

(*) By the way, the winning strategy in a situation like this  is to do nothing. I sometimes wonder if this can explain the behaviour of some students.

(**) Given that my goal is to help my students learn, AND that the points they earn are a measure (symbol) of what they have learned, it doesn’t make sense to take points away. That would be like saying they no longer know something they knew before, and that’s just mean.

Just to keep things organized: these are 2012-01-08-14-00-45_wmReigeluth’s 8 core ideas for a new post-industrial paradigm of instruction:

  1. Learning-focused vs. sorting focused.
  2. Learner-centered vs. teacher-centered instruction.
  3. Learning by doing vs. teacher presenting.
  4. Attainment-based vs. time-based progress.
  5. Customized vs. standardized instruction.
  6. Criterion-referenced vs. norm-referenced testing.
  7. Collaborative vs. individual.
  8. Enjoyable vs. unpleasant. [1]

For more on my gamified approach to course design, see here. I am working on a book that should be out in 2016.

  1. C. M. Reigeluth, “Instructional Theory and Technology for the New Paradigm of Education,” Revista de Educación a Distancia, vol. 11, Sept. 30 2012 2012.
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8 Part Series on Gamification as Reigeluth’s Post-industrial Paradigm of Instruction: Part 3

Approximate Reading Time: 3 minutes

Doing vs Listening and Watching

Picture5As much as possible, students should spend their time learning by doing rather than listening to lectures, reading textbooks, and watching others. Sometimes teaching via lecture, assigned reading, or video is appropriate, but it is far too easy to simply choose a textbook and then follow that chapter by chapter. We need to focus on what students can do – beyond writing exams – to demonstrate their mastery of the subject matter. Assignments (quests) should focus on what students can do to demonstrate mastery of the material rather than simply being able to repeat what they’ve been told.

In my approach I give them a variety of things they can do – some big, some small. Many of the small things are actually things they will need to do to complete the bigger things. This way they have an opportunity to build up their knowledge and skill while earning points.

Because this is a gamified design, I decided to use game terms for the quests, although, I do not insist that they ‘play along’ either. If they want to call them assignments, that’s fine – I still know what they’re talking about. This is an important aspect of my gamified design: I will not insist that they adopt the game lingo or pretense. There are courses where overlaying some sort of narrative might make sense (an English class, for example), but it is not a necessary component. The ‘trappings’ of games (language, narrative, adoption of characters, etc.) can be a lot of fun, but if you don’t have everyone in the class on board with it, there’s a really good chance that all you will do is swap one group of disengaged learners for a different group of disengaged learners. I don’t see that as progress.

On the other hand, I have found that attaching new terminology to old learning tasks can sometimes be freeing – it allows me and my students to look at it in a new light. I end up getting more interesting submissions than I would if I stuck to the usual terminology.

Back to big and small tasks: here are a few examples. In each case, I will give the usual meaning (in games) and then the way that I use it in my classes.

Timed Quest

  • Usual Meaning: Complete the objective in the given amount of time.
  • The way I use it in my classes: These are quests that will have a natural expiry date, such as posting an Introduction to the Discussion Group.

Persuasion Quest

  • Usual Meaning: Convince an NPC of a certain position, using dialog.
  • The way I use it in my classes: Write a reflection to an article/video/etc.
    Write a position paper on some topic. These are typically worth 25 XP (=2.5%)

Discovery Quest

  • Usual Meaning: Find a person, place or thing.
  • The way I use it in my classes: This will usually be a request to find out more information on a topic or concept and to prepare something that can be shared with the class.  e.g. Share a link; answer a question. These days I usually use a Google Doc for this – all my students have access to it, and I can easily bring it up in class so we can all talk about what we have found.

Craftskill Quest

  • Usual Meaning: In order to complete the mission something needs to be crafted by the player (or developed by some kind of craftskill).
  • The way I use it in my classes: The nature of the ‘craft’ will vary depending on the course being taught. It should be something that is an appropriate ‘craft’ for the topic of the course. For example, creating an avatar might be an appropriate craft in an online course, a drawing might be appropriate in an art class, and a program might be appropriate in a computer programming class. To determine what kinds of things could be crafts in your course, ask yourself what your learners can make.

Test of Lore Quest

  • Usual Meaning: Listen to an NPC and answer the questions correctly.
  • The way I use it in my classes: I can still have quizzes. Sometimes they are useful as learning tools – especially when students get more than one try. My goal with these is so students can test their own knowledge, and to give them an idea of what I think they should know. Since the tests can’t damage their chances of getting whatever grade they are trying for, the stress of the test is greatly reduced. I set these up as online quizzes so once they are created, they take very little of my time.

 

Just to keep things organized: these are 2012-01-08-14-00-45_wmReigeluth’s 8 core ideas for a new post-industrial paradigm of instruction:

  1. Learning-focused vs. sorting focused.
  2. Learner-centered vs. teacher-centered instruction.
  3. Learning by doing vs. teacher presenting.
  4. Attainment-based vs. time-based progress.
  5. Customized vs. standardized instruction.
  6. Criterion-referenced vs. norm-referenced testing.
  7. Collaborative vs. individual.
  8. Enjoyable vs. unpleasant. [6]

For more on my gamified approach to course design, see here. I am working on a book that should be out in 2016.

  1. C. M. Reigeluth, “Instructional Theory and Technology for the New Paradigm of Education,” Revista de Educación a Distancia, vol. 11, Sept. 30 2012 2012.
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8 Part Series on Gamification as Reigeluth’s Post-industrial Paradigm of Instruction: Part 2

Approximate Reading Time: 3 minutes

Learner Centered vs Teacher Centered

Picture4McCombs and Whisler [1] define learner centered as: “The perspective that couples a focus on individual learners (their heredity, experiences, perspectives, backgrounds, talents, interests, capacities, and needs) with a focus on learning (the best available knowledge about learning and how it occurs and about teaching practices that are most effective in promoting the highest levels of motivation, learning, and achievement for all learners)” (p. 9).

Students who are permitted the opportunity to choose and control their learning report higher motivation, greater commitment, deeper involvement, and more strategic thinking [2,3]. There are a number of ways of providing choice, such as being able to choose which problems to complete, variations on specific problems, allowing for resubmission, proposing work not assigned, and the relaxation of strict deadlines [4]. Games rarely require the player to complete all challenges perfectly in order to win. A key aspect of a pedagogically gamified approach to providing choice would to provide students with a greater number and variety of tasks to complete than are needed for a perfect score. In the most recent gamified course I taught a perfect score was deemed to be 1000 points (for ease of translation to the university’s standard grading scheme), but the total number of points possible if students were to complete everything perfectly was over 1500 [5]. This means that students can avoid assignments they don’t find interesting AND it also means they can try something that might not work and still earn a perfect score.

This is really important: With this approach they can fail at things and still earn an A. This changes the risk factor dramatically. This is a rarity in formal education. Sure, we sometimes give out work that we don’t grade, or simply grade as pass/fail, but here, I actually DO grade the work, and they only get a good score if they do a really good job. They can earn full points for doing it well, BUT, if they don’t, they have the option of re-doing it and re-submitting it, OR they can do something else to make up the points.

They never get anything for nothing, but they do have a fair bit of control over what they do. Right up until the end of the course, they have the option of earning more points. In other words, I have completely eliminated the case where it becomes impossible to earn an A because of a blown exam or forgotten assignment. My goal is to help them learn, not to punish them for trying.

Just to keep things organized: these are 2012-01-08-14-00-45_wmReigeluth’s 8 core ideas for a new post-industrial paradigm of instruction:

  1. Learning-focused vs. sorting focused.
  2. Learner-centered vs. teacher-centered instruction.
  3. Learning by doing vs. teacher presenting.
  4. Attainment-based vs. time-based progress.
  5. Customized vs. standardized instruction.
  6. Criterion-referenced vs. norm-referenced testing.
  7. Collaborative vs. individual.
  8. Enjoyable vs. unpleasant. [6]

For more on my gamified approach to course design, see here. I am working on a book that should be out in 2016.

  1. B. L. McCombs and J. S. Whisler, The learner-centered classroom and school : strategies for increasing student motivation and achievement, 1st ed. San Francisco: Jossey-Bass, 1997.
  2. R. W. Adler, M. J. Milne, and R. Stablein, “Situated motivation: An empirical test in an accounting course,” Canadian Journal of Administrative Sciences, 2001.
  3. K. Peer and M. Martin, “The leaner-centered syllabus: From theory to practice in allied health education,” The Internet Journal of Allied Health Sciences and Practice, vol. 3, April 2005.
  4. K. Becker, “How much choice is too much?,” SIGCSE Bull., vol. 38, pp. 78-82, 2006.
  5. K. Becker, “Gamification: A Different Paradigm of Pedagogy,” 2014
  6. C. M. Reigeluth, “Instructional Theory and Technology for the New Paradigm of Education,” Revista de Educación a Distancia, vol. 11, Sept. 30 2012 2012.
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New Book on Learning Processing

Approximate Reading Time: < 1 minute

100 sketchesCheck out Jim Parker‘s most recent book, available only as a E-book. “100 Cool Processing Sketches” is a book that purports to teach computer programming by example using a visual language. Contains all of the source code, downloadable. Includes exercises and references.

For artists, for intro programming, and for digital media.

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8 Part Series on Gamification as Reigeluth’s Post-industrial Paradigm of Instruction: Part 1

Approximate Reading Time: 2 minutes

2012-01-08-14-00-45_wmIn his landmark paper describing what the new post-industrial paradigm of instruction should look like, C.M.Reigeluth outlines 8 core ideas:

  1. Learning-focused vs. sorting focused.
  2. Learner-centered vs. teacher-centered instruction.
  3. Learning by doing vs. teacher presenting.
  4. Attainment-based vs. time-based progress.
  5. Customized vs. standardized instruction.
  6. Criterion-referenced vs. norm-referenced testing.
  7. Collaborative vs. individual.
  8. Enjoyable vs. unpleasant. [1]

Are we really sure that we actually teach people – especially in higher ed? For some time now, I have thought that mostly what we do is select for those who are like us, who can do what we can. We don’t actually teach them. We throw a bunch of stuff at them, and, because they’re like us, they mange to take it in. Have you ever wondered how many we lose? How many of those might have been just amazing if only they’d been given the chance?

Most of us would acknowledge that people learn at different rates and have different learning needs, but most of our courses continue to enforce a lock-step progression of topics and assignments that is much better suited to an industrial style of teaching and learning than a 21st century one. Reigeluth’s new paradigm calls for radical transformation and while that may well be justified, radical change to our institutional structures is unlikely to happen, at least not in the near future. What then can we do in the meantime? Gamification is a pedagogy that can be implemented without the need for institutional systemic change. This series of posts will examine Reigluth’s core ideas and propose a variety of changes that can easily be implemented in the classroom to address them.

This series of posts will go through each of Reigeluth’s core ideas and relate it to Becker’s Gamified ID Model. (stay tuned for an upcoming post on that).


 

While many aspects of gamification are *not* new, some are, and when taken together they create a pedagogy that qualifies as one of Reigeluth’s post-industrial paradigms.

Gamification, done right, addresses all eight of his core ideas.

Picture2Learning vs SortingPicture3

It can be a real challenge to create an environment that focuses on helping students learn rather than sorting them into those who can and those who can’t, especially in university classes with large enrollments. The idea of designing instruction and assessment to foster learning rather than simply sorting students is really the core idea that underlies the other seven.

We have been sorting students in formal education for a very long time, and it is known that a student’s grades affect their likelihood of either staying in or transferring out of a particular program [2], and that a student’s sense of belonging can profoundly affect their persistence and retention rates [3].

Giving them choices and providing opportunities for students to take control of their own learning gives them ownership of their grades and a sense of being an active participant rather than just the recipient.

For more on my gamified approach to course design, see here. I am working on a book that should be out in 2016.

  1. C. M. Reigeluth, “Instructional Theory and Technology for the New Paradigm of Education,” Revista de Educación a Distancia, vol. 11, Sept. 30 2012 2012.
  2. P. Arcidiacono, “Ability sorting and the returns to college major,” Journal of Econometrics, vol. 121, pp. 343-375, 7// 2004.
  3. E. Kim and J. P. Irwin, “College Students’ Sense of Belonging: A Key to Educational Success for All Students by Terrell L. Strayhorn (review),” The Review of Higher Education, vol. 37, pp. 119-122, 2013.
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On Repeatability and Educational Research

Approximate Reading Time: 4 minutes

New Cloning Machine  by KepowObCame across this a while back (OK, it was nearly a year a go) which sparked a rather strong reaction from a fellow educationalist. I don’t want to make it personal, so I’m just going to relay the exchange, as I think it is representative of the views of a lot of education faculty.

Almost no education research is replicated, new article shows @insidehighered

The word “replication” has, of late, set many a psychologist’s teeth on edge. Experimental psychology is weathering a credibility crisis, with a flurry of fraud allegations and retracted papers. Marc Hauser, an evolutionary psychologist at Harvard University, left academe amid charges of scientific misconduct. Daniel Kahneman, a Nobel-Prize-winning psychologist at Princeton University, entered the fray in 2012 with a sharply worded email to his colleagues studying social priming. He warned of a “train wreck looming” that researchers would avoid only if they focused more diligently on replicating findings. And the journal Social Psychology devoted its most recent issue to replication – and failed to replicate a number of high-profile findings in social psychology.
Yet psychologists are not the worst offenders when it comes to replication, it turns out. That distinction might belong to education researchers, according to an article published today in the journal Educational Researcher.

I said that I found it disturbing to think that most of what we claim is known in education comes from studies that are never replicated.

The response was that it shows I have a surface level understanding of the purposes and methodologies in educational research. Scientific research is, I was told, too limited. Further, research in education has different purposes and goals. She then went on to list quite a number of methodologies that are commonly employed in Educational Research.

I admit I’m somewhat offended at the accusation of “surface-level understanding”, but OK. I’ll bite. You described classic scientific study quite well, but of course, only a very small part of science research actually comes from studies conducted using this classic model. There is a great deal of research in science that is also done using what you call applied research. These have to be corroborated as well, and my take on the article was that this is what they are comparing.

The goal of improved practice is an important and worthy one, but nearly impossible to measure, so almost anyone can claim “improved practice” if they know how to write it up. I have often seen conclusions drawn from a very small number of case studies, or “statistics” calculated from studies involving 10 or 20 responses, which then get used as justification for change.

Applying natural science research methodologies and purposes to social science disciplines is a mismatch. The goal 0f educational research is improved practice and sometimes also contributions to theory.

Having been in various research worlds – including pure & natural science as well as social science – I am well aware of the differences.
The article states that, “education journals routinely prize studies that yield novel and exciting results over studies that corroborate – or disconfirm – previous findings.” Conducting replications, the researchers write, “is largely viewed in the social science research community as lacking prestige, originality, or excitement.” The article is well worth a read, and it should prompt a long overdue conversation. I think dismissing it as not understanding the difference between science research and educational research only perpetuates the problem.

A fellow scientist said: Science has issues with complexity – it can’t deal with it very well. Social science is not the same as science, nor humanities or arts, but some of the methods used in science can be applied in some cases. So, while the idea of holding all variables but one constant when doing an experiment (ceteris paribus) is a nice idea in theory, it cannot always be done.

However, what *can* be done is to repeat experiments and studies to ensure that the effect being observed is not an artifact of the researcher, the location, the selection of subjects, or some other spurious variable. This is essential. 

Another colleague also chimed in: From my experience as an associate editor on an education journal (and as a program chair on education conferences), reviewers definitely tend to downgrade their rankings for the rare papers that replicate or adapt a previous study or survey instrument.

I’m certainly not trying to suggest that educational research needs to adhere to the “gold standard” of scientific experimentation. That would be silly. Also, impossible in a social context. However, educational research could really use some additional rigor. Working on my upcoming book I have looked at quite a lot of educational research on the use of games for learning. According to a 2011 review of the state of game based learning, many early studies were flawed and of limited use, but more studies now are paying close attention to the design of their studies as well as the kinds of games they choose to study (Felicia, 2011), and that’s only going back 10 years. Games for Learning is an area of educational research that receives quite a lot of scrutiny; I can only imagine what is happening in those fields that don’t get this kind of scrutiny.

I would also add that educational research is not the only field where it is hard to publish a study that is a replication, it just happens to be the field that’s under the microscope in the article that started all this.

—–

Felicia, P., & Egenfeld-Nielsen, S. (2011). Game-Based Learning: A Review of the State of the Art. In S. Egenfeldt-Nielsen, B. Meyer & B. H. Sørensen (Eds.), Serious Games in Education : A Global Perspective (pp. 21-46). Aarhus, DNK: Aarhus University Press.

 

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The Edutainment Era – A Look at What Happened and Why.

Approximate Reading Time: < 1 minute

I gave a keynote address at the inaugural EduGaming conference last year. As part of the preparation, I made this timeline:

The Edutainment Era - A Look at What Happened and Why.

 The Edutainment Era – A Look at What Happened and Why.

We are once again experiencing a rise in the popularity of games in formal education. Last time we tried that it didn’t work out so well. By looking at what was going on at the time, we can maybe learn to read the signs better and avoid having the same thing happen again. With the availability of the personal computer in the 1980s, schools began to include digital games as part of their learning technology repertoire. Some refer to the 1980s and ‘90s as the “Edutainment Era” and it followed the typical Gartner Hype Cycle to a tee, except that in this case ‘trough of disillusionment’ became a deep chasm, and games became a pariah, both in education, and in the games industry. A big part of the problem was that with very few exceptions, the games that were being designed could not live up to the claim alluded to by RAND in the ‘50s – most of the games designed simply weren’t very good. Even though the commercial games industry was already well on its way, educational game designers did not seem to be following the same path.

Have a look. If you have anything you think should be added, drop me a line.

In case you’re wondering, the timeline was made using http://timeline.knightlab.com/and google sheets. Very easy to do.

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