Impact of innovation on learning & learners- Blog

In the world of education, things are always changing, and new ideas are constantly popping up. In this blog post, we delve into the realm of gamification, a pedagogical innovation that integrates game elements into non-game contexts to transform the learning experience. Looking into what this idea is all about, using insights from a book called “Gamification: A Simple Introduction” by Andrzej Marczewski. We explore the critical aspects of this approach, including innovation, impact on learning, reliance on technology, usability, risk assessment, and its unique value proposition.

Innovation: Gamification

Gamification introduces a shift from traditional education by incorporating game-design elements such as points, badges, leaderboards, and narratives. The goal is to turn traditional learning activities into interactive, game-like experiences, fostering increased engagement, motivation, and enjoyment among learners.

Impact on Learning

The integration of gamification into education has proven to impact learning outcomes profoundly. By using fundamental motivators like competition, achievement, and progress, gamification stimulates active participation and cultivates a deeper level of engagement. This heightened engagement often translates to improved knowledge retention and a more positive attitude toward learning, as Lavoue et al. (2019) highlighted.

Reliance on Technology

Gamification can be implemented through both digital platforms and analog methods. While technology can enhance the gamified experience, it is not a firm requirement. Digital platforms, however, offer scalability and data-driven insights into learner progress, requiring access to correct technological resources.

Usability

The effectiveness of gamification in education hinges on the design of gamified foundations. Natural game mechanics and seamless integration into the curriculum are essential for its success. Educators must understand how to apply gamified elements to align with learning objectives without distracting from the core content.

Assessing Risks

The introduction of gamification brings along certain risks, such as the potential overemphasis on rewards that might overshadow the value of learning. Not all learners respond positively to gamified elements, leading to disinterest.

Value Proposition

The value proposition of gamification lies in its ability to tap into learners’ natural liking towards games and competition. It offers a fresh and enjoyable approach to learning, fostering a sense of achievement. However, successful implementation requires a balance between game elements and educational objectives, as highlighted by Marczewski in 2013.

In conclusion, While it is great for getting us interested and motivated, we need to be careful with how we use it. The impact on engagement should be balanced with a sharp evaluation of usability, potential risks, and alignment with predetermined learning objectives. As educators continue to refine the implementation of gamification, the prospect exists of transforming the influence on conventional educational approaches and allowing education to become more immersive, enjoyable, and, ultimately, more worthwhile.


References

Barzilai, S., & Blau, I. (2014). Scaffolding game-based learning impacts learning achievements, perceived learning, and game experiences. Computers & Education70, 65–79. https://doi.org/10.1016/j.compedu.2013.08.003

Lavoue, E., Monterrat, B., Desmarais, M., & George, S. (2019). Adaptive Gamification for Learning Environments. IEEE Transactions on Learning Technologies12(1), 16–28. https://doi.org/10.1109/tlt.2018.2823710

Marczewski, A. (2013). Gamification: A Simple Introduction. In Google Books. Andrzej Marczewski. https://books.google.ca/books?hl=en&lr=&id=IOu9kPjlndYC&oi=fnd&pg=PA3&dq=gamification&ots=kKIrZNlNWY&sig=7dQ5tVCLbtR4MFbcpVq62NT8Y3s&redir_esc=y#v=onepage&q=gamification&f=false

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