In one of my previous blog posts, I talked a lot about the obstacles
that face gamification in the education system. However, I think it’s very important
that we take a step back and acknowledge the things that gamification stands a
good chance to improve—because it turns out gamification really can do a lot
for instruction and learning. In this article, I set out to discover what
gamification does well, when it is properly implemented, and compare it to the
traditional lecture paradigm. I’ve learned that gamification is definitely not
a cure-all for the education system, but it sure stands a good chance to make a
difference when people use it to better education, rather than just making
education more like video games.
Some of the greatest contributions to the education that could
come from gamification include:
- boosting student motivation
- encouraging social interaction between students
- transitioning courses to the mastery model
- pushing education forward and exiting the current paradigm
Let’s take a moment to look at the listed benefits of
gamification one by one.
In my article about the obstacles of gamification, I
mentioned the misconceptions about motivation as one of the major drawbacks to
game-ifying the educational system. However, with those misconceptions aside,
gamification itself does do a lot to help students maintain interest and motivation
to do well on a course. Is this motivation rock-solid and will it make math as
addictive as World of Warcraft? Of course not. Can we expect these boosts in
motivation to fix our graduation rate and help all of our apathetic students to
begin caring? Again, the answer is no. But anyone who works with students in the
education system (teachers, tutors, parents, etc.) can tell you that when it
comes to keeping students motivated to achieve, every bit of help makes a
difference. Anything we can do to help students hang in there, to not give up and
continue to work towards bettering themselves, is not effort wasted.
Second, games are often inherently social, while traditional
education rarely is. So many video games mean nothing if there is only one participant,
and those games often have different players in varying roles. However, in a
normal lecture there are only two roles, and one type of interaction—students and
teachers, with the students being taught by the teachers. Students are taught knowledge
or skills individual in the classroom, and the level of that skill and
knowledge is tested individually, when in the post-education world, very few of
those people will exist in a bubble. Students of science may join research teams, students of marketing will join
marketing teams, etc. And on top of
all that, students tend to learn better in situations that have relativelylong-term, social consequences.
Another thing that games do really well, but education seems
to be struggling with, is applying the mastery model for learning. The mastery
model involves the instruction of skills and concepts one at a time, and
requiring mastery before one can continue to learn. The greatest advantage to
this type of learning is simple—you don’t build on weak foundations. For
example, I had some friends in middle school that loved to play Mortal Kombat.
They memorized list after list of meaningless combinations (A, B, B, A, A, etc.) so that they could execute
moves in the game that would help them move forward.
Now, coming from an
educator, that’s some serious learning that one could never expect from a traditionally educated student. And why did they invest the time and
mental power to master these combos? Two simple answers: they could not move on
in the game until they had (and they really wanted to move on in that game) and
those combos were presented as challenges that could be overcome with practice.
When one is not in the mastery model, there is less accountability to learn
something because you know you will have more chances later, and there is less
sense of accomplishment, because you have no concept of what opportunities
mastering a concept can “unlock” for you. For some reason, every day video
games excel at teaching millions of people meaningless and extremely esoteric information
and skills (like Mortal Kombat Combos and RPG skill trees), but the education
system can’t get those same people to figure out how to properly use a comma.
If education could require students to systematically learn
concepts, and bar them from progression until they mastered those concepts, courses
would not have to be taught twice (I took the same history course 4 times, it
just had a different name each time) and students wouldn’t be pushed into
advanced courses when they had not mastered the basics—a very common problem in
the current education system. I’ll speak more about the mastery model of
learning in a later post.
Finally, and I can’t iterate this enough, while gamification
is not exactly where education needs to be, and it doesn’t solve all of the
many problems that the system, the teachers, students, parents, and administrators
face, it is closer to that ideal than where we are now. Just the fact that
gamification is starting to break the classroom lecture paradigm, and helping
people realize that there are other options, and that innovation in education
is both possible and necessary, is a bounding leap towards the ideal. If
gamification did nothing to the education system but help those involved shake
things up, it would be worth every penny spent.
Gamification really does facillitate and improve learning, but do the costs outweigh the payoff? Several other models for learning improvement exist, and have been shown to be effective, and several ideas for improving education that have nothing to do with learning models have also been proposed. Do you think gamification has anything unique to add to education? Do you think it's a valuable model to emply in public education?
No comments:
Post a Comment