Sunday, August 6, 2017

Gamification... is it practical

The most significant point that I have learned in my readings of gamification is, if you do it correctly, it can be a great aid to student learning.  My biggest question is whether the differential in cost (time) is worth the differential in learning.  As an old person, born before computers were ubiquitous, it seems to me that this is a question we must answer.  If it becomes less onerous to gamify and it assists in learning then it is a “no brainer”.  Learning would be more engaging and therefore more impactful to the learner.  Otherwise, any time taken away from actual preparation of the materials or meeting with students may not be worth it.  Landers, Armstrong, and Collmus (2017) provide gamify elements and recommendations for adding them separately as opposed to developing a serious game.  It made the prospect of adding gamification elements to my courses possible.  I would like to see more research which would give instructors guidance as to which of these elements would provide more benefits for learning than costs.  Since, it is so time consuming and there is not enough research to know what works, it seems a notable risk to develop these now for the regular classroom.  In the corporate environment, where these courses are being developed for thousands of people by experts, it seems more feasible.


I think that the benefits of gamification are obvious if done correctly, aligning the game with the learning objectives.  It has the advantages of making learning fun and relevant to the learner.  I think this is exactly what all good teachers are attempt when planning lessons.  The disadvantages are equally obvious.  It takes time, technical talent, technology to create games that will meet all the criteria for learning.  My biggest limitation is time.  I come up with ideas and many projects that would make the topics that I teach more relevant but typically there is not enough time to execute.  I think that it would be easier in a larger school with many sections of a course and several instructors and support staff.  But, when you are teaching a course one semester a year, it is tough to gamify content.  In addition, if you have a course that changes, perhaps due to updates in the field, justifying programming a game is just not worthwhile.  As, I was reading the article on gamifying versus serious games, I thought wouldn’t be great to have software that would gamify any type of content.  The software Kahoot is one example, although there could be many features added to it and getting content into the software is still somewhat time consuming.  My hope is that in the future there will be gamify shells (somewhat like a slideshow software) that I will be able to add my content, select options, and have it create a game.  That would be awesome.