What I found, I must admit, was quite embarrassing. Embarrassing for me.
You see, when I originally became enamored with gamification I thought that it was some revolutionary design method that contained within it a brave new world of ideas for turning education on its head. I was interested in dissecting what game design and marketing techniques had to teach the educational industry, how to build a canon of new "gamification techniques,"and then study approaches to increase learner engagement with these new techniques. I was interested in badges, achievements, levels, and What I found was that gamification is not new, and once reduced to it's component parts it is pretty easy to understand. It is simply the act of applying the core principles for creating engaging experiences in games to instructional settings. I realized that none of those things (badges, etc.) are really what makes up gamification, but just one arbitrary expression of the mechanics that are fundamental to making engaging user experiences.
Understand yet why I am embarrassed? |
I'm sure you're all giving me the facepalm of a lifetime, "D'uhh!" you're saying to yourself. Well, I agree - that's why I'm embarrassed.
But I've found that I'm not the only one that made that particular mistake. If you look at the only one-star rating of The Gamification of Learning and Instruction: Game-based Methods and Strategies for Training and Instruction on Amazon.com, you'll see that at least one other person who read that book(an excellent read) was disappointed to find "nothing new" in a study of gamification methods, which coincidentally looks at game design and game mechanics and discusses how to apply those core principles to non-game settings.
This discovery has led me to change course in my studies of gamification, and so I've labeled this blog post the beginning of a journey, because in the future I will be researching game design, with the intention of applying those engagement principles in my other instructional designs, rather than continuing my study of gamification.
Even before this realization, I had really come to embrace the idea of gamification according to the definition provided by Kapp: "using game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning, and solve problems." which includes applying core mechanics of games to designs up to the point where they can either be classified as games or at least as very game-like. I already believed that building an educational game could be classified as gamification. Now, I've pushed that belief a touch further so that I believe proper gamification is building a game, and that works for instruction because the principles that make games enjoyable, rewarding, and interesting can also make instruction enjoyable, rewarding, and interesting.
Thus begins my new series of posts, what I learn and what I think others can learn about instructional design from games. I call it my "Game Design Journey."
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