education

What is Gamification? by Tyler Wood

We all know that video games are addictive, just walk up to a child playing a game and turn it off and watch their reaction and that becomes apparent. When I was growing up with the Nintendo NES system in the early 80’s, my parents would always be hounding me for playing too much. They wanted me to come to dinner, but they didn’t understand I couldn’t pause the game and I had to beat the level! 

Much like most parents who did not grow up in this virtual world, many educators do not see the opportunity there. Imagine if educators could learn from these games’ ability to engage children (and adults)? Imagine if we could disassemble the elements that make games so enticing? If we could do that, we could apply it to something less engaging, typically, the opposite of a game - school. This is the basis of gamification for education. The dismantling of the lure of games and applying it to education.

Gamification is growing in popularity around the world for business and education alike. It is, simply put, bringing game elements into a non-game environment. The trilogy of elements frequently tied to this idea are points, badges, and leaderboards. Gamification, however, is so much more than those three things. 

Game designers have done much of the footwork in deciphering motivation already. They have proven, with the billions of dollars they make each year (and research I will address later), that their strategies to motivate are effective. Every parent with a child that plays video games can attest to that. The game elements show up in the form of rewards, points, badges, and leaderboards, but tap into something bigger. Gamification is the injection of fun into something mundane. 

Perhaps you didn’t know this, but you have most likely seen gamification in action already. Nike Fuel tracks runners using game design, Toyota Prius has an in-dash game to track how efficient you are driving, another example of gamification entering the world of computing is Ribbon Hero. This game teaches the player how to use Microsoft Office software right in the programs themselves (Chou, 2013). Gamification is starting to make it’s way into the world at large, so at the very least, it should be something teachers are aware of. “Gartner estimates that over 50% of organizations managing innovation processes will gamify aspects of their business by 2015” (Hamari, Koivisto, & Sarsa, 2014). I would say we can do it one better, we can utilize gamification for a better education experience like big businesses are utilizing it for better profits. Our profits are student grade increases and higher graduation rates, however. 


References

Chou, Y.K. (2013, April). Gamification in education: Top ten gamification case studies that will change our future. Retrieved from http://www.yukaichou.com/gamification-examples/top-10-education-gamification-examples/#.VYTdWWDoFFI

Why Gamification? by Tyler Wood

If you have played a video game - any game - you have probably noticed that the first level is usually very easy. It gets you used to the controls, the rules, and the story premise. But it doesn’t just tell you, it shows you these things in a very simple level, the designers’ English teachers would be proud. It provides a mastery-by-doing structure. It does not list a bunch of rules, the player experiments, fails, then learns how to proceed from their past mistakes. In the process, they learn how to succeed. All the while, they are enjoying themselves and smiling, usually. Even when they have met a hard challenge in later levels and it gets frustrating, they persist. I remember throwing a controller and yelling because I was stuck on a certain level of a game as a child. What I did next though is the key, I took a break and got back to work to try and figure out the level. Persistence. As an educator, this scenario is what we dream our kids would be like in our class, minus the throwing things, of course. Imagine if your students learned by doing, persisted past failure, and were not only excited about it, but spent their own time doing more of it because they wanted to? That is the potential of gamified learning. 

Why is playing a game better than traditional education? When done correctly there is more to the game than game-like prizes. “Beneath these game-like prizes lies another level of reward that may include relevant feedback, learning reinforcement, and a lively and collaborative class environment” (Educause, 2011). An “environment that encourages feedback and reinforcement, not only between the instructor/teacher and students, but also between the students themselves” (Chou, 2013). In other words, there is more to the games than extrinsic motivation. 

Consider this, there are approximately 30 million people harvesting crops for fun right now. They are not farmers, they are players of FarmVille (Mashable, 2010). While those 30 million people invest their money and time into harvesting digital crops, many students are dropping out of school, 1.2 million according to All4Ed (as cited by Lee & Hammer, 2011). It seems that students prefer the points, badges, and leaderboards of games to the grades, report cards, and rules of school. A good game design will teach without explicit instruction but with trial and error and maintain motivation throughout. 

The traditional school tends to punish failure, especially when factoring in high-stakes testing. Gamification can alleviate that stress and create an environment more conducive to mastery by way of experimentation in learning. Students would be able to retry and learn from mistakes. Gamification also helps bring out natural intrinsic motivation. What is the typical reward for beating a level of a game? A harder level with more challenges. Helping to foster that type of environment in a classroom would be very beneficial to the learning process. Games can also help the emotional process of failure. “Crucially, they also help players persist through negative emotional experiences and even transform them into positive ones” (Lee & Hammer, 2011).

    


References

Educause (2011). 7 things you should know about gamification. Educause Learning Initiative.  Retrieved from https://net.educause.edu/ir/library/pdf/ELI7075.pdf

Lee, J. J. & Hammer, J. (2011). Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 15(2).Retrieved from http://www.academia.edu/570970/Gamification_in_Education_What_How_Why_Bother

Mashable (2010, February 20). Farmville surpasses 80 million users. Retrieved from http://mashable.com/2010/02/20/farmville-80-million-users/

TEDx Talks. (2014, Jan.). The future of creativity and innovation is gamification: Gabe Zichermann at TEDxVilnus [Web Video]. Retrieved from https://youtu.be/ZZvRw71Slew

Why in Korea? by Tyler Wood

Seoul, South Korea - where the internet is a right and we celebrate that with the highest speeds on planet Earth. Where PC bangs (private internet cafes) litter the city with neon lights and advertisements informing the customers what games they specialize in. Where the internet is only getting faster with the support of the government (Hahn, 2014). Where wifi is standard on the subway and everyone is playing a game on their phones. Where investing in upgrades in technology is rarely debated and usually welcomed with open arms. This is the place where education can change to meet the already high-tech culture. We, as educators, have an opportunity to make a change. 

I am an English teacher in Seoul, South Korea. As such, I am looking at implementing changes here. It is no slam dunk, however. The Korean government has a love/hate relationship with gaming. Casino gambling is illegal for Koreans, but there are a few casinos that serve tourists. There are plenty of Koreans who bet on the dog tracks, though. Video games are even more complicated. There are two television channels that show people playing video games 24 hours a day, like CNN for Starcraft players. There are approximately, 22,000 PC bangs that support the gaming industry worth nearly $3 billion (McCurry, 2010). However, though the laws have been loosened, there is still a government push for curbing gaming addiction (Lee, 2014). And yet, as you can see from the chart below, gaming remains on the rise. 

With focus on technology and it’s benefits to society at large by companies like Samsung and LG, the education industry of Korea, on the other hand, remains very much traditional and unchanged. High stakes testing, rote memorization, and long hours every day starting in kindergarten have been the norm in Korean schools for decades. Many educators, especially foreign born, or Koreans who have studied abroad, have been commenting on the conditions for awhile with little to no actual changes happening until recently. “The critical view of “traditional” Korean education has spurred Korean governments to introduce new reform measures intended to promote students’ creativity and student-centered education sensitive to individual diversity” (Park, 2013) because of the generally held view that creativity and intrinsic motivation for learning are lacking in Korea even though they perform at high levels on international rankings. Although the author is critical of the changes and the critiques of traditional education in Korea, this is an opportunity for implementing change in this country, especially related to student-centered education focusing on building intrinsic motivation, like a gamification model would.

My experience as a teacher and friend to Koreans, who I have talked to in the country about their schooling, has proven that education is of the utmost importance in South Korea. So much so that children are in school almost everyday for upwards of 10-12 hours a day. These students are studying all day long, and they still find the time to play games because they are so obsessed with them. As can be seen in the chart, the gaming industry shows no sign of slowing down either. The ban on late-night gaming showed no effective results. I believe that gamification, especially education game building and acceptance of gaming in schools, would solve two problems at once. It would take advantage of the love of gaming here and insert it into the education field; and it could reduce the dependence on after school programs that keep the students out late at night studying.

Taking the clear motivation of games in this country with interest in building a better way to help students learn and express creativity and 21st century literacy, this starts to look like an obvious place to implement gamification into the curriculum. So, what can we do?

As an educator in Korea, we can start to implement these changes in small increments. We are given a lot of freedom in our classes here and we can use that to get our foot in the door of change. Think locally and the ripples can have enormous effects. 

 


References

Hahn, J. (2014, Oct.). South Korea is set to unveil 10gps broadband internet. Digital Trends. Retrieved from http://www.digitaltrends.com/computing/south-korea-make-world-even-jealous-10gbps-broadband/

McCurry, J. (2010, Internet addiction driving South Koreans into realms of fantasy). The Guardian July, 12, 2010. Retrieved from http://www.theguardian.com/world/2010/jul/13/internet-addiction-south-korea

Lee, M.J. (2014, South Korea eases rules on kids’ late-night gaming). Wall Street Journal Sept. 2, 2014. Retrieved from http://blogs.wsj.com/korearealtime/2014/09/02/south-korea-eases-rules-on-kids-late-night-gaming/

Park, H. (2013). No matter how high your test score is, you are still bad: Korean education’s response to PISA. Revue Internationale d’education de Sevres. Retrieved from https://ries.revues.org/3749

My Classroom by Tyler Wood

I am beginning the process of implementing a video-game element into my after school English classroom. I will be using a modification of the popular game Minecraft in my class that will allow a sandbox-style approach to gaming. The worlds are not pre-made, but created by the students. They are not being tested on whether they can survive the world created for them, but they are builders themselves. 

One of the issues I have been facing with an ESL classroom, now that we have switched to Common Core standards, is reading comprehension. Previously, our students were expected to memorize vocabulary and facts from stories for quizzes, and that was the majority of the learning done in school. We have changed that to start expecting critical thinking. This was a hard change for the students, and some parents, this year. I was looking for a way to motivate the students to challenge themselves in this new way. They struggled at the beginning of the year and I did not want to lose their attention for the whole year. This implementation will include reading blocks with directions they must follow in order to continue in the game. There is no better way to teach reading comprehension than having the reading directly correlate to an action they must take, especially when they are motivated to make sure they want to pass the challenge. This is immediate feedback and authentic assessment. They will know right away whether their idea worked and they are in a world with consequences. If they cannot figure out how to get over an obstacle, they will be stuck and not be able to move on. The class is not racing ahead of them based on something relatively arbitrary like time. Students will be able to go at their own pace while progressing when they have mastered the challenge they have been up against. 

Even though this is an English class and my focus is on reading comprehension, it is a nice side-effect that they will also be learning elements of physics, chemistry, geology, and digital citizenship along the way. 

Update: There have been some other organic ways that teaching with Minecraft has helped my students use their English in authentic ways because of their engagement - like working together to problem solve and helping each other. They are working on goal-oriented tasks that all students must participate in. They are using English to discuss their world without thinking about it being an English class, which makes it less stressful as well. 

Our long-term project is to build our school to Minecraft scale as detailed as possible. Take a look at the pictures to see the process and what we are doing. 


The second way I am implementing gamification into my classroom is by creating a fully integrated game model to play for the whole year. It is based on the game Super Mario Brothers and includes prizes relating to the game, organisation based on video games (i.e. levels and Bosses), as well as lots of visual representation for buy in.

At first, last year, I was using digital coins and the prizes were offered through a digital tool they could use coins on. The students were not using their coins to buy any prizes and they were not getting excited about the game. I quickly realised the mistake I was making was the lack of something tangible they could hold. Version 2.0, which is my current version, added a few prizes and physical prize coupons they could hold, trade, and/or show off to classmates, and then trade in to me for the prize redemption. This has spawned an explosion of interest that has spread outside my classroom. I now have students that are not in my class asking about the prizes, which tells me my students are excited enough about them now that they are talking about them. Of course, it is not just about getting them excited about prizes, but their buy in with the prizes has made the motivation to earn those prizes strong, which is where the motivation transfers to classwork. In order to earn those coins to buy those prizes they need to finish classwork and homework as part of each 'level' (Lesson). You can take a look at the class structure by clicking the button below.