Gamification in the Classroom

After leaving class today, I couldn’t help but to think more on the idea of gamification in the classroom.  In our course, gamification feels inevitable, as we are playing World of Warcraft, writing blogs that have to get “liked” and receiving extra credit for gaming aspects like gaining gold.  I still couldn’t/can’t decide whether gamification in the classroom is an inherently good or bad thing for education.  On one hand, as gaming becomes a larger part  of modern society, our once “spectacle” actions have turned into interacting. This aspect I tend to enjoy.  I gain a higher sense of insight with texts and lessons if I’m a participant actively participating.  On the other hand, the idea of gamification in every aspect of the classroom turns me off.

So I took to Google to see other peoples opinions on the subject.

Some bloggers and websites encourage teachers and professors to bring gamification into the classroom.  This article suggests ways to add it into any classroom: http://blog.tophat.com/4-ways-to-gamify-learning-in-your-classroom/

The author, Suzanne Holloway, mostly qualifies her argument for gamification because it acts as a motivator.

While this may be true, and often is, should education rely on games to motivate?  I may be old fashioned but I think motivation needs to be a genuine interest or to further learning in a subject. Otherwise the retention and intentions of the work is not meaningful or worthwhile.  While this way of thinking might mean that some students fail to gain from the class, I think of it as a way of “weeding out” students who have a disinterest and then highlight students who have an affinity for the work.

Another article to consider: https://www.learnboost.com/blog/3-reasons-not-to-gamify-education/

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3 Responses to Gamification in the Classroom

  1. jmc211 says:

    Gamification promoting extrinsic motivation is where I have concerns when using it in a classroom setting. I think gamification is useful for things like exercise, or other good habits that aren’t very fun to start. However, when used in a classroom setting, especially at lower levels when kids are developing, relying on extrinsic motivation seems dangerous.

    It is important to develop a love of learning new things and taking on challenges, even if there is not an immediate reward. Gamifying the classroom without promoting intrinsic motivation to understand the material presented seems like a poor way to learn, and I worry that teachers will use it as an easy way to keep the attention of kids.

    Liked by 1 person

    • epiratequeen says:

      I agree. Gamification in the classroom often seems like a way to provide instant gratification, without necessarily sparking actual interest in the subject at hand. I think there is some value to it (playing review games like team jeopardy after learning material in traditional ways has always been helpful for me) but a line needs to be drawn at some point.

      Liked by 1 person

    • ttakoushian says:

      I completely agree. I would hate to see kids learning only for rewards.

      Like

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