This article is cross-posted on the Iridescent blog.
Before these trends get too overblown, I’d like to dissect and compare two terms that are on their way to becoming the next big thing in education: gamification and badges.
Gamification is a very broad term, that basically involves applying components of games to things that are not games, to make more addictive, enjoyable, and/or game-like experiences. A very broad term, as there are many types of games with many times of components, that can be applied many other contexts in many different ways.
Badges are really an equally open-ended idea as I described previously. The term badges can mean anything from a boy-scouts style skill badge, to a leveling or ranking system, to simply adding points to an activity. I think there is value in separating out these different types of badges, but for the purposes here I will group them all together into any kind of tangible or intangible item received as recognition for proceeding through an activity.
Friday, May 24, 2013
Wednesday, May 22, 2013
The costs to gamify education
This article is cross-posted on the Iridescent blog.
In a previous post, I laid out what it means to gamify education (short answer is: incorporate best teaching practices). If you read that post, it should be pretty clear that those ideas are quite far from our current educational system. Gamifying education means doing so much more than giving kids badges or points when they turn in homework. It requires a massive overhaul of the structure, values, and philosophy of our school system.
That may sound drastic, and I don’t at all mean to solve the education problem in a two-page blog post. But I did want to highlight some common classroom practices as a case study, just to emphasize the many ways that they violate gamification principles, and what gamification-friendly solutions might look like. I’m going to continue using the same delineation from my first post between the Rules (the formal structure of a lesson plan) and Play (the experience created by the implementation of a lesson).
In a previous post, I laid out what it means to gamify education (short answer is: incorporate best teaching practices). If you read that post, it should be pretty clear that those ideas are quite far from our current educational system. Gamifying education means doing so much more than giving kids badges or points when they turn in homework. It requires a massive overhaul of the structure, values, and philosophy of our school system.
That may sound drastic, and I don’t at all mean to solve the education problem in a two-page blog post. But I did want to highlight some common classroom practices as a case study, just to emphasize the many ways that they violate gamification principles, and what gamification-friendly solutions might look like. I’m going to continue using the same delineation from my first post between the Rules (the formal structure of a lesson plan) and Play (the experience created by the implementation of a lesson).
Monday, May 20, 2013
Gamification and Education: the Core Principles
This article is cross-posted on the Iridescent blog.
I always like to say the gaming industry has done in 30 years what the educational industry hasn't been able to do in 300, namely make self-sustaining learning. The reason games are fun is that games are learning tools, and people inherently like learning (or more specifically we have an intrinsic motivation towards competence). I like to think of the gaming industry as a hotbed of educational innovation-- games only sell if they are good at letting people learn, so the game industry has gotten extraordinarily good at creating learning.
I always like to say the gaming industry has done in 30 years what the educational industry hasn't been able to do in 300, namely make self-sustaining learning. The reason games are fun is that games are learning tools, and people inherently like learning (or more specifically we have an intrinsic motivation towards competence). I like to think of the gaming industry as a hotbed of educational innovation-- games only sell if they are good at letting people learn, so the game industry has gotten extraordinarily good at creating learning.
Thus we come to gamification, a term spawned from the idea that if only we could put these game elements into other situations, we could make those situations so much more fun and engaging. But as described above, if games are learning tools, “gamifying” an experience simply means improving the learning that occurs in an experience. In this light, education seems to paint itself a ready target for gamification efforts. But, what exactly does it mean to gamify education?
Friday, May 10, 2013
Let there be life! (to this blog)
After sitting in the dusty annals of google search engines for almost a year now, I hereby declare this blog active! This blog won't feature much original content, but will be a collection-house for all my random writings, musings, and projects that are taking place in various parts of the online stratosphere. I will slowly be updating the about pages and keeping content sorted and nice over the next few months. If you like what you see here, leave me a comment! Maybe I'll give you a cookie (internet or not-internet kind, your choice).
Wednesday, May 8, 2013
The problem with MOOCs, you see, is that...
Cross-published on the Iridescent blog.
...I don’t like them very much. It was Thursday morning, and the Mozilla Teachtheweb MOOC was about to kick off. I was languishing in a simple decision: should I try out yet another MOOC or give up on them altogether?
This would be my third MOOC, the first two being pretty big failures. In both previous MOOCs (one on Coursera and one on Skillshare) I was part of the 80% that dropped the MOOC in the first few weeks after registering. Why couldn’t these MOOCs keep my attention? It certainly wasn’t the topic or the instructor, as both previous attempts were highly interesting topics taught by great instructors. The format was the problem, I decided. As the noon kickoff time for Teachtheweb, approached, I listed off the reasons I didn’t like MOOCs:
...I don’t like them very much. It was Thursday morning, and the Mozilla Teachtheweb MOOC was about to kick off. I was languishing in a simple decision: should I try out yet another MOOC or give up on them altogether?
This would be my third MOOC, the first two being pretty big failures. In both previous MOOCs (one on Coursera and one on Skillshare) I was part of the 80% that dropped the MOOC in the first few weeks after registering. Why couldn’t these MOOCs keep my attention? It certainly wasn’t the topic or the instructor, as both previous attempts were highly interesting topics taught by great instructors. The format was the problem, I decided. As the noon kickoff time for Teachtheweb, approached, I listed off the reasons I didn’t like MOOCs:
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