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/