Chapter 4 in Wankel opens with a “Congratulations! You have
unlocked the gamification badge.” (p. 68). Stayce DuBravac’s introduction sets
the reader up for some of the articles basic ideas. There are many intrinsic
motivating elements within gaming. Games are supposed to be pleasurable and
confidence boosting. Therefore, the opening congratulation is a confidence
booster based on accomplishment. Unlocking the gamification badge uses “fun”
language, which can be more playful then simply stating that you have passed an
examination. DuBravac writes that
gamification of education improves motivation, sustains learner engagement,
increases satisfaction and loyalty. This
will not only be a summary of DuBravac’s chapter, but also demonstrate relevance
to a learning module about accessing information.
Gamification is the process of integrating game mechanics into a
system. (p. 75) DuBravac’s chapter outlines 7 basic game mechanics: achievement,
appointment, rewards, leaderboards, privacy, social engagement loops and modifiers. I will not use all 7 basic game mechanics in
my learning module, but I will use most. Achievement as a game mechanic will be
used. There will be levels in the final
assessment of the module. The way the
assessment is designed, you will need the answer to question #1 to find the
answer to question #2. Therefore, the
answer to question #2 will be a clue to answering question #3 – and so
forth. The students will have to progress
through the questions in order in completing the assessment. I will not be using the game mechanics of appointments
or leaderboards. As defined in the
chapter, appointment means that there will be a specific time that the
instructor and students meet. I will
have deadlines, but no classes in virtual reality or conference calls in which
the students and instructor have to be present by appointment. Displaying a leaderboard is similar to
showing the High Scores on a video game.
I plan on keeping achievement private – as is one of the outlined game
mechanics. There will be reward for
social engagement, students will get points for participating in
discussion. Modifiers, as defined in
this chapter, are similar to bonus points in video games. I will try to integrate this game mechanic
into the first assessment of the module.
If the students find a 4th relevant peer reviewed journal
article relevant to their assignment, I will grant bonus points for the final
assessment.
There are many lessons learned in the chapter concerning
implementing gamification. Make sure the learning isn’t diluted in the
designing of the game. There must be clear learning objectives. There must be a relationship between the
gaming activities and the learning goals. Another suggestion is to increase the
difficulty of the game with decreasing rewards.
These suggestions will be taken into consideration in designing the
learning module.
References
DuBravac, S. (2012). Game Mechanics
for Classroom Engagement. In C. Wankel, & P. Blessinger, Increasing
Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds,
Gaming, and Simulation (pp. 67-94). New York, NY: Emerald Group Publishing.
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