Merging Gaming and
Education: The Gamification of Learning.
Improving learning performance across the board, from
infants entering pre-school right out to retirees engaged in further and
higher learning, is a Holy Grail for educationists. And there is a growing
stack of evidence that supports that gaming platforms, in its many guises, substantially assisting in this goal. Gaming offers no panacea, but it is having
a gross positive impact on learning.
Gaming, as applied to learning, is not simply sitting
a student in front of Donkey Kong and then measuring the student’s net gain in academic
performance. There is some quite profound at work.
Breaking down the gross positive gains, however, is
a bit more tricky. While students may achieve higher overall examination scores
as an objective measure, measuring student performance improvement in terms of enabling
and learning skills and abilities, is altogether different challenge. These are
universal life skills such as general problem solving, critical thinking,
creative thinking, ideation, processing, et al (such fluid thinking
skills are at a premium today).
The problem is that conventional formal examinations
do not measure such enabling skills. But gaming can!
As a point of interest, gaming
markets have grown to bigger than both the movie and music industries. And not being a gaming aficionado, that surprises me,
considering the modern gaming industry is only around 40 years old.
In
a wider context, gaming is a twenty-first-century way of leading, thinking,
learning, communicating, and even selling and prototyping (as I will elaborate
on later), and of working together to accomplish real change and improvement
across and range social and commercial issues. The
statistics are mind boggling. 180 million active gamers in the USA playing on
average 13 hours per week. The
great challenge is to integrate games more closely into everyday worlds, and to
embrace them as a platform for collaborating on our most important planetary
efforts.
Thomas Frey,
‘Steve
Jobs famously stated that “people don’t know what they want until you show it
to them.” Educators have been working under a similar assumption that “students
don’t know what they need so it needs to be planned out for them.”
The key
difference in these two statements is that Steve Jobs created products that
lived or died based on market demand, and consequently, many of his products
failed. Market demand in education is vastly different because the customers
(students), have very few options, and future employers, the ultimate consumer
of an educational system’s output, are only tangentially involved in the whole
process. So let’s consider to a more consumer-driven educational marketplace.
If a student had the ability, as in a grocery store, to walk down an aisle and
pick and choose the “products” they wanted to learn, how different would that
be from our educational systems today? To ask this another way, if every course
lived or died based on its ability to build an audience, an actual
consumer-driven following, what courses would still exist and which ones would
disappear. More importantly, what would classes look like and would we even
have classrooms, schools, and teachers? In the fluid learning environment
emerging around us, the whims of a marketplace will be as fickle as in today’s
retail stores’
Reward. One of the kernels of compulsive gambling is
anticipation of reward. In fact, the worst thing that youths can experience in
early life is run of luck at the slot machine or dog track. It imprints in
their mind for a long time to come. The reward-dopamine cycle is route number
one to dependence for over eating, watching soaps, sex, violence, politics and
gambling. In the case of education, youngsters do not get the kind of feedback
in terms of reward in the volume and depth necessary for them to be a
compulsive learner. Giving a gold star for an essay and pinning in teacher’s
wall only goes so far.
Learning rewards need a bit of inventive
thinking. For a start, smart kid will outperform the not so smart over all. And
that can lead to a green eye and a questionable ethic. But rewards do not have
to be that big and they can be class (team) based.
The first step is figuring out what the
would-be pupil, or indeed whole class, likes best. Day trips out (theatre,
theme park, cinema, zoo, museum, waxworks, laser tag, football/hockey match?
Strawberries, chocolate, ice-cream? Titles, craving infatuation dependence
Gamification Mechanics.
An
exciting and potent branch of the science of game theory is Gaming Psychology. Which explains the
mechanics and dynamics of not only winning, but motivating in a way that makes the
customer, comeback for more again and again, learn more quickly and
independently.
There is lot of
terminology in world of online virtual learning and associated platforms. And
it is the same for the videogame world as well. For a start, gamification and gaming are two different things. Gamification is the act of applying rules of thumb, often called ‘gaming mechanics,’ to make a videogame
or online course more effective. And gaming
is the link between playing and games.
Tom
Chatfield's TED talk on 7 Ways Games Reward the Brain. With gamification, these possibility spaces have been
expanded beyond just games into other areas like marketing, education, the
workplace, social media, philanthropy, and the Web, just to name a few. BioNetwork provides
workforce training and education to the biotechnology, pharmaceutical and life
science industries.
Immersive applications encourage imagination,
support exploration, give risk-free
environment, help our
understanding, engage our interest, make inaccessible accessible, build relationships, bridge to physical world
Gamification, as
applied to online learning is the use of gameplay mechanics for non-game
applications. However, it must be made clear that Gamification is not about turning you course matter into addictive
video game. The outcome should be focussed on proficient and competent
understanding of the subject matter, designed and motivated through gaming
mechanics.
Game mechanics are
the construct of rules that encourage users to explore, learn, and push the
boundaries of their aptitude through the use of clinical feedback mechanisms.
The primary reason for applying gamification to online learning is to engage
learners. Much of what is used to build engagement in video (and non-video)
games can also be applied to other interactive material, such as online learning.
But what mechanics need to be considered and integrated most?
Engagement mechanics
is the effective pursuit of attention or increased effort of a learner.
Basically, engagement occurs when a brain is rewarded, and for something to be
perceived as rewarding it must evoke positive emotions. The are two prime
mechanisms to the sensitivity of something being rewarding: desire and affinity. Without these motives, the learner will not find
something rewarding. Neuroscientists says that desire and affinity occur in two
separate parts of the brain. For the purposes of developing engaging online
learning courses, the gaming mechanics need to reward the learner's brains by
compelling motives to want the
knowledge or skill, and develop course content they enjoy.
To do this, contents
designers must know and understand the audience, not just the subject matter.
This is partly a demographical issue, by studying the popular culture, brands,
interests, and the general media the target audience get pleasure from.
You may have seen
in the media the reports of activities, or gadgets, or pass times that for a
great many people become somewhat addictive (if not ultracompulsive)? We all
know someone who compulsively sends text-messages, or aches to post a Facebook
comment, or spends every evening stuck in front of a video game.
Deploying
motivation. Controlled
and autonomous motivation achieve different outcomes. Extrinsic motivation
leads to a discrete outcome, such obtaining a life goal. Intrinsic motivation
leads to activities that pleasurable, exciting, or interesting, such a hobby or
recreational sport.
Motivational theory
proposes all humans require the satisfaction of three basic psychological
needs, namely:
- Competence
(a sense of being able to do something i.e. being competent)
- Autonomy
(a sense of control and freedom)
- Relatedness
(a sense of being associated or connected to others)
There are a number of strategies that
can be used to motivate online situations:
- Give
learners some level of control as they work through the module or course.
- Provide
regular, meaningful feedback throughout the learning experience.
- Incorporate
social elements.
- Provide
opportunities for collaboration between learners.
- Keep
the stakes low and allow learners to practice.
- Allow
learners to make meaningful choices and pursue challenging goals.
Motivation plays an important role
during educational experiences. Even though a person may be motivated to engage
in an activity leading to a separable outcome, they do have a degree of choice
and control if they have internalized their motivation. As educators we have an
opportunity to assist with this internalization in the way we design and
deliver learning experiences.
Contexts that satisfy these basic needs
will support people's actions, resulting in more optimal motivation and
positive outcomes. So, if we can use strategies to support autonomy, competence
and relatedness needs we can assist learners to internalise their motivation.
DopaLearning. These are what I call DopaProducts;
or here, DopaLearning. Products and
games that you cannot but help to purchase, even if you do not need them or
rarely use them. DopaProduct are any pursuit, interest, object or conduct that
develops into a main focal point in an individual's life routines, work and leisure
pursuit, often to the exclusion of other behaviours. In fact, people - all
people - may become addicted or compulsively obsessed with even simple things
(habits are more easy to form, yet harder to break).
Some studies imply that there are comparisons between physical
addiction to different substances such as alcohol or cocaine; and psychological
dependence to activities such as gambling, work, running, shopping or eating.
All addictions, whether behavioural or substance
based, have a decisive thing in common. That they all produce elevated levels
of dopamine in the brain. A neurochemical that causes an octane-like high.
However, over time, the body begins to develop a tolerance to increased levels
of dopamine. In turn, the person then must increase the behaviour such as
watching more TV Soaps, Facebook shares, reading violent novels, ultra-cleaning
the home, etc, to avoid withdrawal symptoms and achieve a high once more.
This in the realms of clinical bio-psychology is known
as the distraction-dopamine
cycle. This behaviour (all behaviour is ultimately dictated by chemical
activity in the brain) can promote a wide range of outcomes from food
binging, acute gambling, violence, sexual addiction; all creating a lasting
buzz and/or relived tensions. The key point is that the excessive activity
(food binging) is not connected to the purpose it appears to be directed to
(satisfying hunger). Other reasons are often present, but difficult to detect.
Examples could be a person who is afraid of bonding
with a partner choosing to zone out with the TV, or a person who has never had
enough love filling up on a kilo of ice-cream. Hence, addictive behaviours are
often the consequence of invisible factors, but none the less are fulfilled or
avoided by choosing an alternative outcome like spending all night in the pub
or clearing out the cupboards every-single weekend.
So what does this have to do with commerce, or here,
turning online gaming into GigaMarkets? Quite a lot in fact. We all have a
passion. There is always something in our lives that we are fervent, zealous,
and sometimes fanatical about. A hobby, a craft, a game, a collection, a sport,
a TV games show (quick switch on the TV; American
X-Factor’s on!). And that is your distraction-dopamine cycle firing off. And the more you are caught up, the
greater the cycle, the more reinforced those positive feelings are by seeking
out more and more. And now you know way passion fed products like Harry Potter
books and films or 40+ years of Star Trek are
so successful.
And that is where a GigaMarket signal resides! Your
passion is not a convergent focus, because the longer you seek it, the more you
want it, the more you crave, the more the scope for innovation! The goal then,
is to seek signals that highlight or embed distraction-dopamine
cycles.
The
learning whole. Student
learns faster and better if presented with a holistic picture of the entire
material right from the beginning. Thus, a student knows why they are learning
the material before they begin to learn it. Small units does serve the purpose
of easy digestive learning, but also leads to a fragmentation of the final
outcome. It is not enough to pack each chunk with synthesizers, cognitive
strategies, activities, discussion forums, and assessments. The learner should
have the opportunity to realize, recognize, and comprehend why they are
learning the content.
The student is the principal audience
and receiver of the learning process. Online learning must be learner-centric
and not teacher-centric. The focus of online learning needs to shift to a
macro-holistic process. Put the learner in the center of the learning process.
Designing instruction is about analyzing and addressing the needs of the
learner in a macro fashion. A learner will always need to know the path and
goal of instructions. Why is he studying this particular concept? For instance,
take a simple example of crossing a stream by hopping from one stone to the
other. You know where you are going. Similarly a learner needs to know the
where, why, and how of instruction. And the macro-oriention answers this
explicitly. It places the learner within the learning context taking the
concentration away from hierarchical instructional events
Setting Levels and Goals. Video games are
often structured so that players have a range of levels and goals. First is the
long-term goal of completing the contest. This is important, as it depicts the
overall themes, narratives and big concept challenge. Next, are the medium-term
goals of concluding each level. And lastly, the short-term goals of completing
the missions in a specific levels.
Each level of a game should get harder; a linear condition with each level becoming more complex. Hence
in online learning, each level drives forward learning
boundaries. However, if the would-be student demonstrates high performance
proficiency, the next step level should offer a choice. A condition where the
learning-player could choose whether to play a harder level, an easier level,
or the same difficulty level.
Adaptive
levelling system determine the level of increasing challenge to the player
based on their performance on the previous levels. Good results are rarely
achieved on the first round, but when they apply the algorithm to the earlier
levels they get impressive results. That says a lot for cognitive tutoring, the
ability to have a very customized experience by giving a challenge that is
appropriate for the level of proficiency.
This allows players
in games to learn and practice skills, prior to having to demonstrate mastery of
those skills in the most challenging parts of the game (room to fail, room to
play, room to learn in trial and error).
Minimizing cognitive fatigue. It is also
important minimize cognitive fatigue,
the learning content within levels should be broken up into short, medium, and
long-term goals.
It is typical that
learners must complete several modules before completing a course. To complete
a module, several topics must be completed. In order to complete a topic,
several objectives must be finished.
Obviously, each
objective requires several goals to be completed. Structuring online learning
this way, allows users to learn new skills incrementally, and then practice
those skills before demonstrating mastery of those skills in assessment
exercises.
Growing learning competence through the learning game. Essentially, as the
challenge of an experience rises, the skill of the participant must also grow
in direct proportion. If a user's skill exceeds the challenge of the
experience, they will become bored. And, if the challenge exceeds the
participant's skill, they will suffer anxiety.
An optimal user
experience is illustrated in the flow channel as the squiggly line. This line
demonstrates the experience described above where a user is challenged to a
high degree with new experiences, and then given an opportunity to demonstrate
and master the skill of that experience, before given a completely new
challenge to conquer.
Final test level. learners are given
goals that get increasingly more difficult as they approach a final level. At
this level, the level of difficult should reflect a kind of final exam or
test. The challenge of the test level
must higher than any of the challenges in the prior levels. This need to be combo
need with the opportunity to replay previous levels to master skills before the
challenge ramps again. This keeps the player in the flow channel, thus engaging
them in the experience. With learning, the challenge is ramped up immediately
after an assessment with the introduction of new material. The learner is
presented with new material, which gets increasingly more complex. They are
then given a chance to master those new challenges as their skills increase,
and after that they are given an assessment that demonstrates the knowledge of that
material.
Provide
Frequent Feedback. Have
you ever used an interactive product, be it eLearning, a game, or a website,
and felt lost or confused? It happens to everybody, and it's really
frustrating. Maybe you are asked to recall some information that you swear you
were never told (or, that you were previously told and you've just forgotten),
and you don't even know where to look to find it. Perhaps you didn't know how
to progress; you don't know what to do, where to go, or you simply can't find a
UI item like a button. Or, maybe you find out that there's an assumption that
you need some prerequisite knowledge or experience to even understand the basic
principles of what you're doing, and you had no idea you needed this, and you
have no idea where to get that knowledge or experience.
Employ smart strokes. Popular science and technology
publications do this. The New Scientist, Wired, and Focus magazines induce the
reader into thinking they are smart by pushing the reader’s intellect just a
tad and dressing the language in techno-babble. Learning a course’s content
should be the same. Especially for learning exercises. If a would-be learner is
confused, lost or feels that they are thumping their head against a virtual
wall, engagement will be lost. Because the contents and exercises will
essentially say they are dim-witted.
Learning maps. Users should know precisely what they need
to do next, or what options they have at any given time. Learner often take
long breaks. Sometimes days or weeks. Would they know what to do when they
returned? Keep apprentice informed of what to do now and next. This can be
achieved by links back to essential information previously referenced or links
to supplemental material that is prerequisite knowledge for the current
learning.
Measure
progress in easy to understand graphics. An significant part of providing feedback to users
in online learning is to let them know how much progress they have made through
each level. The course consists of a number of modules, and within each module
there are several topics, show progress at each level. Use visual and sound
graphics instead of ratios or number fractions. Get creative. The progress
indices do not need to displayed continuously. It is possible to turn progress
statics in to a reward, especially if it's displayed with some fanfare.
However, if you do this, users should be able to access the progress bar
somewhere at any time.
Evaluation. Blind tests will also put off the student.
During assessment, describe why answers are correct or incorrect. Either in
pop-ups or links to appropriate information. Many of the online learning
course, game and tests I have viewed merely say, ‘Wrong. Try again.’ These people are not playing for fun, the yare
thinking and have goals. So give them the support.
Reward
effort. Any good
teacher will tell that rewarding for effort, not just achievement, is a key to
motivation and engagement. If this is presented in a way which is interesting,
your learners will feel rewarded, and thus, engaged. Scale the reward in
proportion to the effort, as in an animation graphic to congratulate a learner
for a perfect score on a test, do not use that same graphic to recognize lower
achievements (star, medal, trophy; or toffee, popsicle, huge chocolate bar).
The characteristics of gamification mechanics characteristics might
include quests, tutorials, competitive
versus non-competitive gameplay, and
levelling.
Enjoyment of goal pursuing
in learning. Quests
are the goal structure in a game, the motivational storyline that keeps you
going. Researchers have show that using the quest in the game helps learning
outcomes and highly related to gameplay and really well received by the
students. There is little increase in student motivation to learn mathematics,
for example, but students spend more time playing the game and felt they had a
more enjoyable experience when quests were highly aligned with the learning
objectives. Put in quests that are
imaginative or fantasy-based to get people into the game and moving through
instead of making sure that the quest aligns with the learning objectives.
Impact of tutorials on
learning games with varying complexity. Think about how students will learn to
play the learning game. Educators tend to believe they always need to give
instruction; that we have to include a tutorial. Researchers found tutorials
were not well received and were viewed as unnecessary when the mechanics of
playing could be surmised through just trial and error or intuitively
deduced. For more complex learning do
not force a tutorial, provided lessons that scaffold learning the gameplay, as
opposed to mere instruction on how to use the interface. This results in more
learning play and higher engagement.
Co-opetition (competitive cooperation)
goal structures in learning games. When players think about games they are inclined to
assume a competition. This may create an anxiety about building in competition
because a defeat might lead to thinking that they have not learned anything. So
design the game to make it both competitive or cooperative (co-opetition). They had two players playing against
each other in each round of play. They were told in an obvious way and saw that
while everybody learned that the groups told to compete and the groups that
were paid if they won did actually see an increase in intrinsic motivation.
Even adding a reward mechanism in this case did not detract from the learning.
The people who won the money did actually have higher self-efficacy, but all
winners had higher self-efficacy. It changes the way we have viewed reward
structures in games and does illustrate some benefit to competition. I think
that we think of it as a hallmark aspect of games because we want to have that
"we want to work together" kind of experience.