الأحد، 9 سبتمبر 2012

Teaching through Games and Gamification


Games are the most elevated form of investigation. Albert Einstein
Gamification is the application of game-design thinking to non-game applications to make them more fun and engaging. Gamification is a strategy by which ordinary processes are infused with principles of motivation and engagement inspired by game theory. Or as Wikipedia would say, “It is the use of game design techniques and mechanisms to solve problems and engage audiences.”

Through the incorporation of game-design mechanics, such as goals, rules, feedback systems and autonomy, Experts aims to effectively engage and teach individuals how to facilitate literacy skills with children and adults who are working to improve their reading and writing skills. By being able to tap into the intrinsic ability of games to captivate and engage a diverse populous, Game Experts hopes to increase the level of knowledge about how to teach literacy.

There are many ways in which games and gamification can be incorporated into education. The application of game mechanics in the classroom is just the tip of the iceberg when it comes to changing education through games. While this model is flawed, other models such as a push for more engaging educational games would help broaden the possibility for the use of games in education. A more collaborative approach to game design between educators and the gaming industry would allow for an even greater number of potential games that could be of use in schooling.
Jane McGonigal, a leading researcher and voice in video game theory, breaks it down to the essentials: “When you strip away the genre differences and the technological complexities, all games share four defining traits: a goal, rules, a feedback system, and voluntary participation. Game design isn’t just a technological craft. It’s a twenty-first-century way of thinking and leading. And gameplay isn’t just a pastime. It’s a twenty-first-century way of working together to accomplish real change.”
What is it that attracts so many people to become so deeply engaged in these virtual environments? If video games are revered as one of the most highly engaging activities of the 21st century, then shouldn’t we try to capture elements from video games, and apply them to teaching and learning? Intuition suggests that gamification may be able to motivate students to learn better and to care more about school. But we must clearly define what is meant by gamification, evaluate it for its benefits and drawbacks, explore current implementations and future possibilities, and better understand the theoretical rationale behind gamification. This will allow us to create effective interventions rather than guessing.
As gamification becomes viral, there is little question it will also impact our schools. By managing with research-based, theory-driven gamification projects, we can work to ensure that the impact of gamification is a positive one. Gamification will be a part of students’ lives for years to come. If we can utilize the energy, motivation and sheer potential of their game-play and direct it toward learning, we can give students the tools to become high scorers and winners in real life.