4 PROS AND CONS TO GAMIFIED LEARNING
Gamified learning is a teachingmethodology that creates a game-like scenario around the course curriculum and
the objectives of the course. The purpose of theses game systems is to promote student
engagement and motivate students to participate in the course activities.
The concept of gamified education had become extremely popular with a wide
range of companies that have created game platforms for many different
subjects.
If used properly, many professors have found that by
using games as a motivator in their classrooms they have improved
course assessment results and have students that are attentive and
productive. Research and science-based games are even working on real-world
problems by motivating players to help.
Critics claim that gamification is a fad
that doesn’t help teach students anything meaningful and many professors scoff
at using games in their college classrooms since they do not see it as serious
learning. While it’s true that gamification has become a large part of
K-12 classrooms, there are many opportunities for using games with adult
learners as well. There is enough research on both sides of
the argument to support either view so here are some pros and cons to help you
determine if a gamified classroom is right for you.
Pros of the Gamified Classroom:
1. Increases Student
Engagement
Studies have shown that students are more likely to
spend time playing a learning-based game if you are using a reward system.
Badges and points help translate the work the student is completing into a
tangible benefit. By increasing engagement you’ll also see a rise in learning retention as students will be able to relate to the content easier through
practice than just reading or watching a lecture.
2. Creates Enthusiasm
Gamification can be used to foster feelings of enthusiasm
towards the subject-matter, especially in subjects that students struggle with,
like math. In my classes, I have struggled to try to get students excited about
computer programming or concepts of computer science. By creating a
gamified system with rewards, I have been able to see a difference in my
classes and students are becoming excited and competitive while learning.
3. Provides Instant Feedback
Most gamification systems allow for instantaneous
feedback such as leaderboards and dashboards, which students can use to see
where they stand among their peers. This information can push a student to try
the quiz or activity again to get a higher placement and creates motivation for
further lesson engagement.
4. Makes Social Connections
In higher education we often find that students have
trouble creating social connections with other students in their courses.
Gamified classrooms, seated and virtual, help students who have trouble
with social interaction and give them a reason to work together. This
is especially true if you create team competitions that require students to
collaborate on challenges.
Cons of the Gamified Classroom
1. Decreases Student Attention
Span
Critics of gamified learning believe that the fast
pace and immediate feedback creates a problem with student attention span.
Students may begin to expect the same kind of responses from all parts of their education and won’t find it, leading to frustration.
2. Cost
The costs of gamified learning are
varied based on the type of system you are using. There may be equipment costs,
software costs, and training costs for instructors. Sometimes these costs are
passed on the students through registration fees and course codes that must be
purchased, creating a higher barrier for entry into the classroom. There are
often support or maintenance related costs for system that are delivered online
or are hosted in your campus environment.
3. Student Assessment
When choosing a game it is not often clear how the
results of the game will tie into your course assessment. While most games
have a built-in way to track progress, you will need to find a way to translate
the student’s game progress into fulfill objectives. It is not always easy to
find a good fit between the games on the market and your course materials so
this can be a time-consuming process.
4. Game Logistics
Many times, setting up a game for your course requires a
lot of prior planning and logistics. Questions you need to ask are:
Will students be able to play the game at home? Is there an additional cost if
they use it outside of the classroom? Are there are enough computers available
for students to play the game in class? Do I want to use class time for
students to pay the game? Most of the time you will need to sit down and play
the game yourself all the way through, which can take about 40 hours, before
you fully understand the game and objectives.
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