Don’t get me wrong, I think there is much potential in gamification, but I don’t think the reward structure is the most important part. It’s really not about points and badges.
There are some kinds of people who love these sorts of rewards, and others who don’t – points and badges are not going to motivate for long unless you are already predisposed to be externally rewarded – which, we already know does not promote deep learning.
Even without the new rewards system for helping, plenty of users on OpenStudy already offer each other help. Some of the most loyal users of the site happen to also be some of the most active with offering their assistance. The gamification elements will recognize these helpful users, and encourage the behavior to spread.
The new features include the following:
Medals: Students can give medals to helpful peers. Medals are tracked at the study group level, so users will be able to see how helpful they are across different subjects.
Achievements: These will reward students for asking questions, socializing, engaging in particularly elaborate dialogue, and more. These will be rewarded both within study groups (for interacting with a particular subject) and across the site as a whole.
Fans: This will be OpenStudy’s version of testimonials, so users can become “fans” of people who’ve helped them. As you amass fans, you can unlock new titles and move from being a “pupil” to a “hero.”
After just one day in action, the site already has users who are “Super Heroes” with over 300 fans. OpenStudy is already a fairly active community — but the badges and titles may help it become even more robust.
Educators, have you used gamification tactics in class? Do points and badges make learning more engaging for students?
via Can Gamification Boost Independent Learning? | MindShift.
