Gamification is based on the idea that work or the
motivation to work can be enhanced by fusing it with play (Yuan Hung, 2017). Gamification
doesn’t mean simply introducing games into the classroom, but rather
introducing elements of games into lesson planning which guides the structure
of the classroom; and is thought to be successful when holistically integrated
into the curriculum. The concept is thought to improve student engagement, motivation
and ultimately to improve student performance (Yuan Hung, 2017).
Studies highlight a number of benefits associated with gamification
including the fact that it develops 21st century competencies and equips students
to be collaborative and engaged citizens (Scoular, Care & Awwal,
2017). However after witnessing an animated discussion between professors in
the full time Software Development program at the College I currently work at;
regarding the pros and cons of gamification- I decided to examine the counter
arguments for gamification. A summary of the findings are listed in the
illustration below:
References
Ford, T. (2015, September 2) 4 Pros and Cons to Gamified Learning [Web
log post]. Top Hat. Available from https://tophat.com/blog/gamified-learning/
Scoular C., Care E., and Awwal N. (2017) An Approach to Scoring
Collaboration in Online Game Environments. The Electronic
Journal of e-Learning 15 (4) 2017
335-342
Yuan Hung, A.C. (2017) A Critique and Defense of Gamification. Journal
of Interactive Online Learning, 15 (1) 57-72.
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