Gamification in Education - Shall we Debate?


Image from  http://www.viralblog.com/viral-games/why-theres-such-a-hype-around-gamification/ 

Gamification is everywhere.  As a gamer, I'm all for adding a gaming layer to everything.  Work, school, exercise, doing your taxes, checking in using location based social tools, etc.  I have noticed over time that there are differing views on gamifying in certain realms, education in particular.

The argument I often hear is that it is imposing extrinsic rewards as a motivator, rather than encouraging learning for the sake of learning (which should be intrinsically motivating).  These thought leads me to question what people are viewing as gamifying the classroom.  Is the definition of gamification at the root of the debate?  My inclination is to believe that nay-sayers might see gamification similar to the rewarding of tokens for good work or good behavior, like handing out M&Ms or gold stars as a reward.

Amy Jo Kim () talks about gamification, "Early-on, "gamification" meant adding simple game mechanics like points, badges and leaderboards to websites and apps.  But that's not what makes games truly compelling.  Good games take players on a journey, giving them something to learn and master.  Smart companies are creating game-like digital systems that shape real-world behavior, using a blend of intrinsic and extrinsic motivations." 

I appreciate this description of gamification as it seems to address the potential misuse as well as the potential of appropriately adding a gaming layer to class.  

Intrinsic motivation is without question a better goal than a system that merely offers external rewards in an attempt to achieve a desired behavior.  Pavlov might argue, but I believe strongly in lifelong learning and my goal as an educator is to develop a passion for learning in my students and for them to seek opportunities to learn on their own without requiring the presence of a teacher every step of the way.  My philosophy of teaching is to 'teach' the basics and encourage further exploration based on student desire to solve problems.  This philosophy works well as I teach Video Game Design and Development.  Students need to learn the basic mechanics of the tools that we use, but then it is imperative that they are encouraged to take different paths in learning in order to follow the vision for their game without being limited to the skills that were taught.  Furthermore, it is my belief that they will continue to create games and advance their skills if they experience success in learning beyond what is taught.  Basically, I want my students to know more than me about the tools we use by the end of the course.  

As far as gamification goes, I believe that adding a gaming layer can allow for many positives including differentiation of instruction. Currently,my course includes a bonus achievement system that rewards students for extending their learning beyond the course requirements.  I have added a number of bonus achievements that allow students to experience tools that we are not using in school, sharing valuable resources, creating their own resources, creating types of games other than those assigned, collaborating on the completion of challenging games, etc.  The way the system works is that everything has a number of points associated with it and students have general assignments that are required, but can either make up points, or potentially choose assignments that interest them in lieu of 'required' assignments.  Basically, it provides an opportunity for choice within the class and as mentioned, many opportunities to extend their learning.

I wanted to pose this as a debate because I know there are different thoughts on the matter.  Clearly, I am in favor of gamification, but I welcome contrary thoughts as I believe it can really create a dynamic discussion.  In all my time on twitter (@mr_isaacs) I have found that the only 'arguments' I have gotten in related to education have to do with the topic of gamification.  I have definitely encountered some opposition to the idea and quite honestly, I enjoy the debate.

In September, I begin work on my doctorate in Educational Technology at Boise State University.  I plan to do my research on an area related to Game Based Learning, and am leaning toward something related to game design and development in the classroom or something related to effective use of gamification.

I have created  a diigo group to share resources on gamification in education.  Please join and share in the constructivist learning spirit: http://groups.diigo.com/group/gamification-in-education

Please post comments to contribute to the 'debate'.


I'm going to 3d Gamelab (Teacher) Camp!

Are you interested in Game Based Learning with a splash (or actually a lot more than a splash) of Gamification?  If so, you won't want to miss out on 3d GameLab's Teacher Camp from August 1 - 20, 2012.

Teacher Camp is fully online and offers a combination of synchronous learning opportunities in a number of exciting environments (World of WarCraft with WoW in schools founder @PeggySheehy and Second Life with Sabine Reljic, designer of ARVEL SIG) and Quest Based achievement oriented asynchronous activities.  

Level up by learning and playing!  The variety of experiential tracks include:

  • Minecraft in Schools (with Minecraft in Schools founder Lucas Gillispie @PCSTech).  
  • 21st Century Technology Integration with Computer Teacher Mark Suter
  • Mobile Learning in and out of the Classroom with author Liz Kolb (From Toys to Tools: Cellphones in the Classroom)
  • Making Machinima (animated video) with founder of Virtual Worlds Best Practices in Education, Kae Novak
  • Make Your Own App with Boise State University Professor, Yu-Chang Hsu
  • Digital Games in the Classroom with 3d GameLab co-founder Chris Haskell
  • The Academy - Educational Design Quest Bootcamp
While participating and learning participants will be immersed in the 3d GameLab environment and become part of the 3d GameLab closed beta.  As part of the program, 'campers' will receive 60 3d GameLab accounts to use with students.  3d GameLab allows you to create a Quest Based learning environment that sets up a wonderful differentiated learning experience for your students.  Students will have the opportunity to complete quests to level up and ultimately earn their grade.  This fits beautifully with my philosophy of guiding students by providing choice.  The system lends well to any curricular area and will add a gaming layer to any class.  

More details and registration information for Teacher Camp can be found at http://3dgamelab.org.shivtr.com//pages/teachercamp#

Hope to learn with you this August!

Games in Education Symposium - August 1 & 2



On August 1st and 2d, the Esteves School of Education at Sage College in Troy New York will be hosting the Games in Education Symposium.  I am excited to share that I will be presenting a workshop on using Game Maker to teach Video Game Design and Development in Middle and High School.

The two day workshop has many wonderful speakers lined up including:

Chris Haskell is a doctoral student and special lecturer for the Educational Technology Department at Boise State University.  Chris and Lisa Dawley created 3D GameLab, a game-based / quest based Learning Management System.  Chris Haskell focuses on the incorporation of emerging technology (social media, virtual worlds, gaming, etc.) in Teacher Education.

Joel Levin, "The Minecraft Teacher" (@MinecraftTeachr) and founder of Minecraft Edu  has been teaching 1st and 2d graders using Minecraft in the classroom.  He is certainly instrumental in the movement to bring Minecraft into Education as a teaching tool.  Joel was featured in a video case study as part of the Joan Ganz Cooney Center Research on Teacher Attitudes Toward Gaming in Education conducted by Jessica Millstone and Allisyn Levy.

Speaking of Allisyn Levy (@allisyn)... she will be presenting a talk on how teachers are using video games in the classroom.  Hopefully she will be showing some of the video case studies mentioned above.  Not to add a spoiler here, but I was the teacher in one of the case studies.  Perhaps you will see it at the symposium!

Lucas Gillispie (@PCSTech), known for his involvement with Minecraft in Schools and WoW in Schools, will share his latest game-based project encouraging middle school students to explore the rich storytelling in video games on a variety of platforms.  .

Peggy Sheehey (@PeggySheehy), also known for her work with WoW in Education, will be presenting "The Game Plan: Why Education Needs to Pay Attention to Video Games!".  She will dispel the myths about gaming and show the clear connections between games and learning.  

I'm very excited to attend a conference with such a clear focus on Games in Learning.  It should be a great couple of days for sure!  Oh, and did I mention... REGISTRATION IS FREE!!!






Games and Learning...Join me on my Adventure in Game Based Learning


My name is Steve Isaacs and I am very excited about Game Based Learning, and more specifically using Game Design and Development as a Teaching / Learning tool.  I developed and teach Video Game Design and Development at William Annin Middle School in Basking Ridge, NJ.  and online for Virtual High School.  I love to facilitate the learning process and witness that spark being lit as students become excited about learning and problem solving.  I'm a true believe that providing opportunities that engage students and put them in an environment that is intrinsically motivating does more to help develop lifelong learners than anything else.  Video Game Design and Development is interdisciplinary and encourages collaboration, critical thinking, creativity, and so much more!
This fall I will begin work toward my doctorate as I was selected to be part of the inaugural cohort in the Ed.D. program in Educational Technology at Boise State university.  I will be focusing my research on Games and Learning with a focus on Game Design and Development.  Thanks for reading and contributing to my blog.

Interactive punching bag

Ok, so this isn't directly game related but it could be, depending on what you use the device for. This summer, six 18/19-year-olds built an interactive punching bag as a summer project at the Open University. Think of it as a game interface, with lights, sounds and sensors. If you like it, please feel free to do so on youtube and to share the video as it would be great to give their work some exposure.

Open University press release on my research

Today's gaming ethusiast is older than you might think, finds OU research student.

My first press release on my PhD work, with a bit of a Christmas hook :-)

Being more open about my research

As I mentioned in the last post, my recent part-time work where I've been looking at digital scholarship at the OU, has got me thinking about what it might mean to be a scholar in the digital age and how openness can be a part of that. I have touched upon aspects of my research in this blog, but mostly I tend to use it as a way to reflect about my own gaming experiences and as a way to keep track of my thoughts about different events I go to. As I was writing up the post about ECGBL 2011, I realised that I really did want to say more about what I had been doing and this might be quite a useful thing to do, especially as I'm currently writing up my PhD thesis.

So, in terms of what I have done my research, consists of three phases. Phase one included a conceptual overview of different frameworks of engagement and motivation and a set of interviews with a range of different games players (from casual to hardcore). This led to the development of a set of learning categories, which I presented at EARLI this year (extended abstract) where basically I found that people learn through games in three different ways: through play, through others and through external resources; and on three different levels: on a game level, skill level and personal level. The personal level refers to instances such as picking up general knowledge but also in terms of people mentioning things like developing perseverance and viewing game characters as role models - possibly an area that has received the least amount of attention in game studies though this is likely due to the difficulty of assessing it! I also developed a set of themes that relate to a concept Mia Consalvo calls gaming capital (in turn based upon Bourdieu's notions of capital), which players gain not just by being good at games but in terms of being knowledgeable about them. These themes were: competence, knowledge, community and identity. We published a journal article earlier this year, based on work I presented and GBL 2010, which introduces some of these concepts and outlines my position on engagement and motivation in terms of thinking about them as forms of involvement.

Phase two consisted of a set of case studies I carried out where I examined people playing games on a micro and macro level (i.e. analysing instances of play and wider involvement with players and resources). This consisted of eight case studies, again with a mix of players, some who identified as gamers and some who did not. At DiGRA, I presented the methods I adopted (which you can access here) while at ECGBL I focused on analysing game-play through analysing breakdowns and breakthroughs in terms of what they can tell us about learning and involvement in games (which you can find on ORO here). Whilst at ECGBL, I was asked about the use of AAA games within the case studies - I didn't choose to focus on these but the focus on consoles in the lab setup (see picture below) meant I was much less likely to look at more independent games like Braid or low budget games like Farmville. However, some of the observation sessions did involve more casual games like Big Brain Academy and some less familiar titles like Flower (which was produced by an indie developer) and Endless Ocean 2. Plus, I did try and tap into the different types of games people play by asking them to keep a diary of their experiences outside of the lab, though admittedly there is less detailed information about these in terms of considering breakdowns and breakthroughs. I was also asked about the types of players that took part but pointed out I was more interested in tapping into a range of experience by getting older/younger, male/female, casual players/gamers to take part in order to maximise the differences between cases, than in considering whether someone was an "explorer" or not. I probably should have been more explicit about how I was trying to contribute to a general theory of how involvement and learning relate to each other rather than trying to make statistical generalisations about how involvement and learning might differ with respect to player type/motivation and genre. That said, as I'm writing up, I will need to point out that in terms of the observation sessions at least, any claims I will make will relate to games where players control some sort of avatar and navigate through virtual environments (with Big Brain Academy as the only exception).


Another question I got asked at ECGBL was about how I actually identified breakdowns and breakthroughs with respect to action, understanding and involvement. In terms of action, this is pretty simple as strategies were either effective or not, while understanding was also relatively easy as this was something pretty clear from the post-play interviews (though occasionally breakthroughs would be more gradual). I also pointed out that I collected an awful lot of data so I was primarily focused on major issues, rather than a fine grained analysis of everything. However, involvement was definitely harder to identify, especially in terms of breakthroughs as it wasn't always clear exactly when these occurred and sometimes it may have been a much more gradual process. It seemed a lot easier to identify when flow breaks down for instance, than when it is actually happening. During the analysis, I ended up identifying involvement in affective terms i.e. with respect to evidence of negative emotion (where boredom or frustration would indicate a breakdown) and positive emotion (where enjoyment or satisfaction would indicate a breakthrough). On reflection though, I'm not sure the concept of breakthroughs could be applied as easily to involvement. This is something I discuss further in the thesis, while I also consider the relationship between the different types of breakdowns and breakthroughs. Note: I also collected a range of physiological data during the observation sessions - initially in the hopes it would help us identify different types of breaks but it turned out to be less useful than we hoped as it too difficult to interpret under these circumstances (i.e. because we didn't use a controlled experimental set up).

Finally, I was asked about how my work related to education - but since my focus is on learning that occurs when we are involved in games we play outside of formal educational contexts, I can't actually say an awful lot about that. However, I do think that building a better understanding what happens when we play the games that we do can help us design more involving educational games that are able to support effective learning e.g. by suggesting that it is important to avoid situations where progress can occur without being accompanied by understanding breakthroughs. So I think my work will have implications for education but the a more significant contribution will be to the area of informal learning.

One thing I didn't discuss at ECGBL that came out of the analysis of the diaries I asked players to keep (over a three week period), was that there wasn't really a lot of interaction with the wider gaming community. Sure, participants reported talking to other people about games and using various online resources to keep up to date with news and developments; while occasionally, they consulted guides or walkthroughs, but there really wasn't a whole lot going on in terms of people contributing to these sorts of things. Further, it seemed that the participants who identified as gamers were the ones who reported using resources more frequently than the non-gamers. As this was a small set of case studies, this led to us thinking about investigating this sort of thing on a wider scale through the use of a survey; in the final phase of my PhD.

It seemed important to consider this sort of macro level involvement in more detail, and how it might relate to identity and learning, as it links in to a lot of the stuff James Paul Gee discusses when he talks about games and learning; in particular with respect to semiotic domains and affinity groups/spaces. I'm not going to go into the results in detail (as that's a whole chapter's worth of discussion!) but it does seem that players who identify as hardcore are not only likely to interact with wider range of resources but that they also more likely to say they have learnt from their gaming experiences. This is significant, because while Gee talks about the importance of identity in learning, he discusses this is terms of a player reflecting on their personal identity in relationship to their avatar rather than in terms of how they identify as a gamer. We just got a short view points paper accepted by Learning, Media and Technology on the preliminary analysis of the questionnaire, so I'm quite looking forward to writing up the main analysis after I submit.

I'm not sure how coherant that all is and I still need to link everything so I can sum up how involvement and learning come together on a micro and macro level, but it's been interesting trying to sum up what I've been doing over the last few years! Now just need to get on with finishing off the thesis...