The Place of Gamification in the Educational Context

The Place of Gamification in the Educational Context

Jan Miškov
DOI: 10.4018/978-1-6684-4287-6.ch001
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Abstract

Schools are pioneers of innovation in the process of teaching and learning. This study researches and analyzes new opportunities that modern information and communication technologies open up in the field of education and lifelong learning. It uncovers what place gamification in schooling holds, how it affects people, and what students take away from the progressive idea. Thus, it recognizes the possibilities and limits of its implementation in the education process. The author aims to understand better how gamification can be used in educational institutions, its function, and how to apply game principles in this context as successfully as possible. Gamification is often seen as one of the supports for student motivation. Concerning the design of teaching, teaching methods, and educational goals, the learning principles of games can be used innovatively as supplements to classroom teaching, where the curriculum is supported by game elements as important components of the teaching method. It is an inspiration for educators and designers in building gamified learning contexts.
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Introduction

In the new millennium, there has been a remarkable boom in the use of badges, leaderboards, challenges, and other game elements in various software, applications and websites. Digital games are inherently fun and motivating to play without outside pressure. Increasing the performance, efficiency, motivation, and involvement of students in learning can allegedly be achieved through gamification, which uses elements from digital games (such as game mechanics and dynamics) in non-game applications. In connection with thinking about game mechanics in a non-game context, we are talking about so-called “gamifying.”

Therefore, the experience of gamification in our lives is not new. It stems from the spread of offline and online games. People of all ages around the world spend hours playing games without being forced to do so. This concept seems to be permeating economic, political and social contexts due to the growing popularity of digital games among the general public.

Users’ satisfaction depends on their good experience. Research on users of gamified learning environments focuses on understanding their behavior, needs, and motivation through interviews, analysis of surveys, and other methods of feedback. Studies of the motivational potential of educational game principles are still somewhat limited by the development of learning management systems. However, it is necessary to start gaining insight to the preferences and needs of key actors in the learning process, in order to contribute to the development of good gamification practices in education.

Tulloch (2014) argues that gamification is a product of a neglected history of pedagogical improvement, a history of training that is effective but largely ignored, namely the game process that teaches players how to play (so-called tutorial). The author questions the evolving concept of gamification - he does not conceptualize it as a simple set of techniques and mechanics, but as a pedagogical heritage and an alternative framework for training and shaping the participant's behavior, which at the core contains concepts of fun and engagement.

This contribution highlights a shift in the educational paradigm from an instructive (i.e., linear and passive) concept to teaching based on game principles. The purpose of this chapter is to provide a broader awareness of gamification and the possibilities of its use (not only) in schools. The text includes examples that inspire to work with educational game principles in class. The introduction deals with the educational potential of game principles in learning from the perspective of actors in the educational process. It explores how digital games can enter teaching and learning in school, whether educational game principles are compatible with the logic of the dominant educational paradigm, and what their advantages and disadvantages are. Studies on learning with game elements will help to grasp their possible benefits and pitfalls in education. Based on the discussion of the findings, the author recommends to teachers, organizations, and developers of gamified learning environments how they could improve their teaching design in accordance with students’ needs and different learning styles.

Insight on gamification in education offers recommendations on how to use game elements in different contexts (e.g., in the classroom, during an excursion or on social media) (Morschheuser et al., 2018; Robson et al., 2015; Toda et al., 2019). The author will also mention examples of good practice and teaching experience simulating the professional training of graduates. After all, Conrad and Tucker (2019) pointed out that the type of player correlates with the performance of individuals in gamified applications, and that the rewards do not guarantee an increase in performance or motivation when playing games. According to the author, adapting gamification based on player types is the first step to personalizing learning.

Key Terms in this Chapter

Gamification: A relatively new educational technique that increases students' interest through the use of game resources, game designs, game thinking, and game principles in non-game areas.

Distributed Practice: Dividing the educational experience into shorter sections with a time span that will allow learners to think about new knowledge and understand it. The next sections give room to recap what the learners forgot between them. Repetition will make it easier to store new knowledge in the long-term memory.

Flow: A state of mind where the student is fully engaged in the activity, which must be fun and reasonably demanding. The key is that almost any task or work can be transformed into a flow experience by creating opportunities for feedback and setting achievable goals within the task.

Cone of Experience: The theory reflects the gradual arrangement of teaching methods from direct experiences such as simulations and role-playing to abstract verbal symbols while reading text or counting. Educationally, it is easier for the learners to remember a certain experience during which all their senses are involved.

Game-Based Learning: Digital game-based education that uses digital games as a resource to support an educator who uses a framework of game rules for a specific learning purpose.

Cognitive Apprenticeship: Any learning should be linked to the context in which learners can use the results of that learning. Students need authentic experience, they must test their knowledge in practice at the same time, and it is this practice that further teaches them.

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