Has Gamification Jumped the Shark?

Approximate Reading Time: 3 minutes

Badges, Points, and Leader-boards, oh my!


I’m working on a book – a series, actually – about gamifying learning, only lately, I’ve really been struggling with the term itself.

GAMIFICATION

Hmmmm. It just doesn’t seem to fit anymore.

Is that because it is bullshit, as Ian Bogost said back in 2011?
Perhaps. At least, SOME parts of what most people identify as gamification are indeed B.S. And the suggestion that much of this is ‘exploitationware” is right on the mark.
The notion that we can “motivate” (read: DRIVE / FORCE) people to do things thanks to reward systems like PBL (points, badges, and leader-boards) is a very attractive one both in the corporate world and in formal education.

The more I think about it, the more I think that what I am doing in my classes deserves a label that is better than “gamification”.
What I am doing is so much MORE than “gamification”.
Like “Edutainment“, “Gamification” implies a superficiality that can’t be sustained.

In addition, I also want to distance what *I* am doing from what lots of others are doing in formal education.
I am indeed using elements and concepts that are common on games:

  • Choice: Multiple paths to the end.
    • There are very few hard deadlines.
    • There is more work that students *CAN* do than they *need* to do. In my current class, if someone did all of the assigned work and got a perfect score on everything, their score would be 1,276 (where 1,000 = 100%).
  • Cumulative: All scoring is cumulative. Students begin with a score of 0 and everything they do adds to their score. There is no compartmentalized scoring. All scores for all required work are simply summed.
  • Criterion: Nothing is scored relative to others in the class (i.e. none of that awful “grading on a curve”.) The standards for each task are described, and students are assessed on how close they come to the stated standard.
  • Competence: Almost all work can be resubmitted for re-assessment.
    • Students can keep trying until they get it right – or at least good enough.
    • They can also decide to give up on something, and do something else instead.

All of these things are common approaches in games, but they are ALSO common in apprenticeship learning, in the military (their promotion system also uses many of these approaches), in medicine (called credentialing there).

What I am doing is not completely novel, BUT, in formal education, what I am doing appears to be extremely rare.

With my approach, there are two basic strategies to earn an “A”. That part may in fact be novel, at least in higher ed. The first strategy is the traditional one: complete a few tasks, and earn a very high score on all of them. This is much like the usual 5 or 6 assignments, a midterm and a final exam. This is still extremely common in the sciences. The other approach is to complete many more tasks well enough. These kinds of students (the sloggers) almost never get A’s in our traditional model, but BOTH kinds of students are valuable. If I were looking to “staff up” for a major development project, I’d likely want a few of the first kind of student, but the bulk of my hires would be sloggers.

The more often I use this approach in my classes, the more convinced I have become that this should be the preferred approach in higher ed.

After running a variety of classes using this basic model I have realized that the implications of this approach are profound. Much of it has to do with risk – both real and perceived. When risk is reduced, engagement, creativity, satisfaction, retention, and many other elements are positively affected. Students try things they might otherwise not, because if their efforts miss the mark, they always have a way to recover. Students are mostly not willing to take risks doing things that are on the edges of their ability if the stakes for getting it wrong are too high.

So what should I call it?

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Worth Sharing: Why Playfulness Is the Key to Success in the 21st-Century

Approximate Reading Time: 2 minutes

THIS is why my version of “gamification” is so important.

The Most Important Skill of Today?

Source: Why Playfulness Is the Key to Success in the 21st-Century

 

Not making room for play in modern adult life is a strategic disadvantage. Exploration and exploitation are no longer distinct. They are continually co-evolving as the world quickly unfolds around us.

Dealing With a Larger Terrain

Today, culture is more complex, information is more abundant, and our collective environment covers a greater terrain of reality.

Play is how we map out this terrain. Traditionally, it was enough to simply spend our childhood and some early parts of our youth having our fun, without following the usual rules, without being too constrained by duty and routine, to make sense of everything.

This is no longer the case. Our environments are no longer static. They’re dynamic in a way that means that if you don’t keep up, you’re essentially not living in the same social and cognitive reality as those around you.

While in the past exploration was a distinct phase from exploitation, today, they have merged. You can no longer get away with spending the first few decades of your life playing and then dedicating the last few to work. Play and work have to occupy the same range.

To many of us, the idea of play in this way is so foreign that even if all of this makes sense, the question remains: What does play look like when you are, say, 30 or 40 or 50? And the answer is that it looks like a space of time, simply left to be dictated by curiosity beyond what you do out of habit?—?that could mean anything from taking an improv class to simply reading more.

The pebbles and the shells Newton picked up gave us the elementary laws of nature that we have since built our understanding of reality on. They led us to uncover the knowledge in front of us so that we could better master our surrounding environment.

In the 21st-century, playfulness won’t just remain a memory of childhood. It will be the foundation that we use to construct and validate the truths of our ever-changing reality.

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Worth Sharing: Students aren’t learning enough – a brewing crisis in higher education

Approximate Reading Time: 2 minutes

Too many graduates are not prepared to think critically and creatively, speak and write cogently, solve problems, comprehend complex issues, accept accountability, take the perspective of others, or meet employer expectations.

What are YOU doing in your classes to address that?

Indeed, higher education globally continues to follow a relatively passive learning tradition with full responsibility for learning placed on students. 

It ‘s easier that way, amiright? That way we can blame the students when they don’t do as well as we hope/expect/we did.

Teaching duties are increasingly left to adjunct faculty with few incentives for tenure-track faculty to spend time with undergraduates or improve teaching. 

I have asked for compensation for course development. Full-time faculty often get course relief (a reduced teaching load) when they are developing new courses or re-design existing ones. “Adjunct” (called sessionals or part-timers in Canada) get nothing.

It is not surprising, then, to hear faculty lament, “They were supposed to learn how to ___ before they got to my course,” filling the blank in with any number of skills.

See comment about blaming students above.

Autonomy of disciplines, lack of true investment in general education, absence of faculty consensus about what students should learn across the curriculum, and weakness of academic advising undermine any sense of coherence in students’ learning. The consequence – and working assumption – is that constructing coherence among individual courses and learning experiences is the student’s responsibility alone.

Many universities spend time and money developing “mission statements” and university-wide goals. I suppose that’s a fine start, but we need to turn these things into something we can assess. Often these statements are so vague as to be useless. 

Success in achieving core higher-learning outcomes requires an approach best accomplished cumulatively – requiring more instruction, practice, assessment and feedback than is now provided, or expected, within single courses or other isolated learning experiences.

Among other things, we really, REALLY need to stop nickel-and-dime-ing our students. We need to coach them, NOT spoon-feed them. We need to engage them, not threaten them. We need to recognize that education is not efficient, OR easy. 

WE, as faculty need to step up to the plate.

Source: Commentary: Students aren’t learning enough – a brewing crisis in higher education

For me my most jarring wake-up call was taking on a course (to teach) in 2013 that I hadn’t taught in years, only to see that the syllabus was virtually identical to the one I had used back in 1982!
That’s 30 YEARS of teaching the same course in the SAME way.
THINK about that.
When I looked at the assignments that had been used, they too were effectively the same. We’ve learned some things about teaching and learning in the last 30 years.
SURELY, this should have an impact on how we assess students and the kinds of assignments we give.

Since then, I’ve been asking myself many hard questions about what I am doing, WHY I am doing it, and exactly what the students are supposed to get out of it. (Check out some of my posts on gamification for more on that.)
The answers have caused a paradigm shift in my own thoughts and approaches to course design and to how I assess my students.
I get a real mixture of excitement, dismissal, and defensiveness from other faculty when I try to share what I am learning. A few have adopted some of my approaches. Most have not.

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IS it What Straight-A Students Get Wrong, or is it what WE get wrong?

Approximate Reading Time: < 1 minute

It’s not the students’ fault.
Not making marks random, and reducing the risks of failure are what gives students more room to really think.
We owe them that.
We need to get rid of compartmentalized grading entirely, and quit blaming the students for responding appropriately to an unreasonable assessment system.

If you always succeed in school, you’re not setting yourself up for success in life.

Source: Opinion | What Straight-A Students Get Wrong

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Worth Sharing: “Another nail in the coffin for learning styles” – students did not benefit from studying according to their supposed learning style

Approximate Reading Time: < 1 minuteI am glad to see more evidence against this notion. It’s almost always a good idea to provide learning material in a variety of forms, but that’s not the same as “learning styles”.

 It may now be time to bury the learning styles myth once and for all. By Christian Jarrett

Source: “Another nail in the coffin for learning styles” – students did not benefit from studying according to their supposed learning style

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WRONG: The Animal You Spot First Says a Lot About Your Personality

Approximate Reading Time: < 1 minuteNo, it doesn’t.
Sheesh.
However, it says a LOT about the graphic design.
The lion has a lovely DARK frame around it’s face (the biggest dark patch on that side of the image), making it quite prominent.
We are predisposed to seeing faces. It is also along a relatively UN-busy border, and the eyes are very prominent.
The most easily recognizable faces, with the most obvious eyes, and having the most contrast with the surrounding area (colour- and shape-wise) are going to be the first ones you spot.
What that tells you, is that you are HUMAN.
If you spotted anything with those attributes first, it tells you that the graphic design did its job.
Congratulations!

Our subconscious mind is incredible and can tell a lot about our personality, more than we probably think. Experts say that our subconscious mind is like a storage unit, which holds all of your likes and dislikes, beliefs and fears, memories and skills, it’s built from everything you have seen and experienced, even if you don’t remember it. The interesting thing is that it directly connects to our conscious behavior, and in this instance, your eyes see the full picture but your brain picks first what’s relative to you personally.

Source: The Animal You Spot First Says a Lot About Your Personality

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Worth Sharing: Turn Your Classroom Irritation Into Compassion

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It’s all too easy to be annoyed by students’ questions, until you realize their confusion might be your fault.

Source: Turn Your Classroom Irritation Into Compassion

There is a course at my former school that all computer science majors are required to pass for their degree. The course was created about 20 years ago as a way to give students a more robust foundation in math. Problem is, the course has been known as an insanely difficult course pretty much since its inception. A large number of students fail this course. Math majors have failed this course. The department has tried a variety of “solutions”, but mostly their approach has been to blame the students for not being “good enough”.
You’d think – after nearly 20 years and blaming literally THOUSANDS of students for failing this course – that SOMEONE would have come to the realization that IT’S NOT THE STUDENT’S FAULT.
You’d think that at some point, otherwise smart PhD’s would realize that if so many people are unable to make it through a course, then THERE IS SOMETHING WRONG WITH THE COURSE.
You’d think that SOMEONE would have tried something beyond switching textbooks, or adding yet MORE tutorial hours. But, you know, it’s easier to sigh, and, shrug, and keep on blaming the students.

This is a lovely example of the Club Theory.

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Worth Sharing: Serious Games Today

Approximate Reading Time: < 1 minute A new resource well worth checking out!

http://www.seriousgames.today

Who Made This?
This site was built by Digitalmill, Inc. Digitalmill is a consulting and development firm focused on games, videogames, and their related technologies led by Ben Sawyer.
Based in Freeport, Maine, just north of Portland, Digitalmill helps innovative projects, works with great teams, and seeks to advance the use of games for entertainment and non-entertainment purposes.

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