Gamification seems to be all the rage in higher education – the prospect of transforming the learning experience by amending game-based tools such as points, leaderboards, or badges, all in an effort to help students learn, certainly sounds intriguing. If all it takes to make students come to class and do the work is to give them a badge, then why not?
And yet however alluring the prospect sounds, it’s never that easy. I always go back to the famous words of Mary Poppins – “A spoonful of sugar makes the medicine go down”. How are you treating the implementation of gamification into your course? Is it to act as a form of sugar to help the medicine (the course content) go down easily for students? Or is it intended to stand on its own and work in conjunction with the course content as to motivate and engage students?
When gamification is seen as sugar to the course’s medicine, what is likely happening is that course content that is perceived as dry or challenging is ostensibly remedied with gamification so that students are focused on achieving points or badges, instead of actually learning the content that is being taught. While yes, they may do the work more so than before gamification was applied, it’s difficult to say whether or not they are learning more. Continue reading To gamify, or not to gamify – Kyle Scholz