Jisc Digital Media have just launched their latest infokit, concerning Gamification. I am guilty as charged as the researcher and author behind it.
This one took a bit longer than planned, for several reasons. One of which was the trip into the heart of gamification being somewhat long and winding; there’s only so many points and leaderboards you can look at before you start going a bit Benjamin L. Willard. A few of the systems I looked at are listed in the infokit; there were more. Many more. And I don’t love the smell of leaderboards in the morning.
Despite being the sole author of the infokit, there have been a lot of influences on it. These include Karla Youngs with chat and comments, Martin Hamilton (Digital Futures) and Jon Knight for various chats about gamification, and Lawrie Phipps (lawrie : converged), with whom I had a long chat on a barge several years back about the value(s) of technology in education. Some of that talk has stuck in the mind and was influential on the chapter concerning gamifying your learning situation.
The quality writing of several academic education specialists has also been useful and thought provoking. These include Lorna Campbell (Open World), David Kernohan (Followers of the Apocalypse), Nicola Whitton (play think learn) and Sheila McNeill (howsheilaseesIT). The writing of Richard Hall (Richard Hall’s Space) was especially influential on the appendix concerning academia as a gamified system. And Rachel Bruce is always awesome to bounce academic ideas off, no matter the timezone.
I’ve also spoken to, heck, a *lot* of teachers (especially) and lecturers through 2015 about gamification. Their views have been … diverse. But always useful.
My own thoughts on gamification – specifically, gamification in education – are … complicated. To greatly simply: the attractiveness of gamification, from a ‘shiny’ perspective, is clear. As is the possibility of nudging or motivating or engaging a part of a cohort. However, the dangers are also clear; some students who were otherwise doing okay can be demotivated, repelled or excluded by a gamified learning system. And many other things can go wrong; it’s not surprising that the longest chapter in the infokit deals with issues, problems and weaknesses. Vendors are everywhere, selling the shiny. And that shiny may or may not work; many factors influence, and the research base is in a state of catch-up. Even if it does work, that shiny may be expensive; vendors don’t do sales pitches because they love the smell of leaderboards in the morning, either.
On top of this, there are data privacy concerns. Generating micro-data about learning performances of students is one thing. Showing comparative performances in a leaderboard, or some other game mechanic, is another. Doing the same for schoolchildren: even more problematic. Storing and displaying gamified data about their classroom behavior, as opposed to learning performances: seriously problematic. Where there is personalised data, there is usually, eventually, a marketplace for it. Hmmmm.
But returning to the issue expense, one area that does produce positive vibes for me personally, is the homebrew, DIY, low tech, low complexity, gamification scene. Sticky stars on wallcharts; google spreadsheets adaptations; gamification plugins for WordPress, Joomla and Drupal; extensions for moodle; additional functionality for your VLE (if it isn’t “dead” yet). Stuff that you can build yourself, without losing control, data privacy and a huge chunk of budget to some third-party company. Stuff that doesn’t overawe the students who were happily working away anyway, before people suggested gamifying what they did. There could be something there. More quality research, as ever, would be useful.
And there are other positive things. Badges are a distinctly interesting thing that have been around for a long time; since probably the first organisation and ranking of people in any way. Open Badges are especially interesting, as they seem to have solved many of the problems within digital badges. They also won’t ruin your departments budget.
If you read the infokit, I hope you find some of it interesting. I don’t expect you to agree with all of it; in fact, some parts should incite discomfort or profound disagreement in many people; if they don’t, I’ve probably failed. But I hope the final section makes you ponder (though please do not quit your job in academia because of something in there; I don’t want that burden on me).