Tuesday, July 2, 2019

Gamification: What do the Critics Have to Say?


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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