I understand Gamification to be the use of game based mechanics, aesthetics and thinking to engage people, motivate action, promote learning and solve problems. While I agree there is no magic device for the 21st century learner and in reality this new learner is ever evolving within the classroom, I think Game Base Learning (GBL) is an interesting mechanic that has the potential to engage more students and explores new uses for technology. It is this curiosity that has led me to decide that this will be my development project for the year (and possibly many more to come!).
Flow, is defined by Mihaly Csikszentmihalyi as a completely focused optimal state of internal motivation for the task at hand, “the state in which people are so involved in an activity that nothing else seems to matter; the experience itself is so enjoyable that people will do it even at great cost, for the sheer sake of doing it.” (Csíkszentmihályi, 1990). Gamification and GBL have the potential for enabling ‘flow’ state of learning for students.
Ideas and research about Gamification and Game Based Learning:
“Game-Based Learning demands a “need to know” the content. In order to complete quests and boss levels, students will need to learn content and skills to do them. Instead of pre-teaching, the instructor teaches the material or facilitates the learning of material as students are engaged in the quests. The overall theme and mission is presented to the students, along with the quests and boss levels in order to create engagement to accomplish. During the boss level, revision or addition skills may also need to be taught, but again, there is a need to learn those skills and content.”
“What will motivate students to complete learning assignments and tasks? This is where gamification will act as a motivator. Much like a player has to level up in a video game to unlock a level or access the big bad at the end of the level, my students will have to level up in order to access the assessment”