The Culture of Gamification
(excepted from current study by Alex Layne and Cody Reimer)
Implementation in theory
| Design which meshes well with pedagogies (improved feedback delivery, transparency, etc. [Nicholson]) | Mechanics that simplifies pedagogy (badges [anton, churchill], leaderboards, etc.); does not make learning more engaging, but rather is attempting to “trick” the user into doing something mundane (skinner box & workification of games); (Really shitty/good example of how peeps can do gamification wrong) http://blog.tophatmonocle.com/2012/07/4-ways-to-gamify-learning-in-your-classroom/ |
Implementation in practice
| Encourages explicit instructions and quick feedback | panoptic control necessary to monitor and record progress to keep rewards/incentives up-to-date |
History
| Provides concrete ways to implement Gee’s more theoretical ideas about critical learning strategies; and also ties into Huizinga’s emphasis on games as important cultural cornerstones | Marketing holdovers (token economies, incentivization, etc.) which devalues the lessons in favor of intangible value objects |
Social
| Possibly allows for networking to things outside of the classroom (per gamification.org’s definition) | Emphasis on breeding competition (which engagement scholar Banduras has demonstrated is detrimental) |
Studies/Scholarship
| blackmon; lee sheldon (progressive rather than punitive); dominguez et al.; smith-robbins; bennett; zichermann; danforth; lee & hammer (needs nuancing) | muntean; macmillan (marketing websites) |
Gamification VS Games and Learning Bibliography
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