For me gamification and game-based learning highlights the relationship of teacher and pedagogy.
Game-based learning (GBL) is a branch of serious games, games that encompass edutainment but also extends to all aspects of education, that utilize a variety of games, simulations, and role-playing to target predefined learning outcomes. Gamification, a set of motivational triggers such as rewards and competition, involves “using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems” (Kapp, 2012, p. 10). Games are productive; providing clear actionable steps and a progression towards a goal (McGonigal, 2011, p. 55). Game-based learning and gamification in the classroom may increase student engagement and is shown to increase student motivation, strengthen and form positive social relationships, promote student ownership of their learning, allow students the freedom to fail, offer opportunities for differentiated instruction, and promote the development of empathy. When digital game-based learning is placed within the Triple E framework one can see the potential benefits for the students.
http://www.tripleeframework.com/uploads/2/2/8/7/2287991/triple-e-framework-1_orig.png
Fullan's (2013) book, Stratosphere: Integrating technology, pedagogy, and change knowledge, spoke of the concept of flow and student engagement. Mihaly Csikszentmihalyi is a psychologist who recognised and named the psychological concept of flow, a highly focused mental state. While researching the topic of the incorporation of game-based learning and gamification to promote student engagement in 07.714 Educational Research Methods, the ideas of Csikszentmihalyi featured predominantly in the related research materials. The question I ask myself is seems counter-intuitive but agrees with the research, why does engagement not automatically correlate to academic success (Kolb, 2012, p. 12)? The concept of flow as related to engagment just seems to resonate with my personal research interests.
Flow is a state of absorption where individuals
find pleasure in the work and the activity is intrinsically valuable (Admiraal,
Huizenga, Akkerman, & Dam, 2011, pp. 1185-1186; McGonigal, 2011, p. 38; Fullan, 2013, p. 33). Active learning occurs when students are dynamically focused on learning goals. The
goal, over time, of GBL is to establish a learning environment comprised of
intrinsically motivated students whose behaviour is self-determined by whether they
find the activity interesting and they want to successfully achieve the outcome. An autotelic activity
is a self-motivated, self-rewarding activity that engages one entirely
(McGonigal, 2011, pp. 45-46). Abuhamdeh and Csikszentmihalyi (2012) note, “the
most enjoyable games were those in which player’s outplayed higher rated
opponents by relatively small margins” (p. 326). Optimally challenging games in
terms of outcome seem to be important for the enjoyment of goal-driven,
intrinsically motivated games and simulations that increase student’s
self-efficaciousness and increased student achievement (Abuhamdeh &
Csikszentmihalyi, 2012). The chart below demonstrates Csikszentmihalyi's concept of flow:
https://opentextbc.ca/introductiontopsychology/wp-content/uploads/sites/9/2014/05/image003.jpg
The following videos explore the concept of flow in greater detail:
FLOW BY MIHALY CSIKSZENTMIHALYI: ANIMATED BOOK SUMMARY
TED Talk – Mihaly Csikszentmihalyi – Flow – 2004
FLOW by Mihaly Csikszentmihalyi | Core Message
Check out digital pedagogy and game-based learning from University of Toronto here.
Sources
Abuhamdeh, S., &
Csikszentmihalyi, M. (2012). The Importance of Challenge for the Enjoyment
of
Intrinsically Motivated, Goal-Directed Activities. Personality and Social
Psychology Bulletin, 38(3), 317-330. DOI: 10.1177/0146167211427147
Retrieved from SAGE Journals database.
Admiraal, W., Huizenga, J.,
Akkerman, S., & Dam, G. T. (2011). The concept of flow in
collaborative
game-based learning. Computers in Human Behavior, 27(3),
1185-1194. DOI: 10.1016/j.chb.2010.12.013 Retrieved from CRKN Elsevier Science
Direct database.
Fullan, M. (2013). Stratosphere: Integrating technology, pedagogy, and change knowledge. Toronto, ON: Pearson Canada. (pp. 33-54)
Kapp, K. M. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. San Francisco, CA: John Wiley & Sons.
Kolb, L. (2017). Learning first, technology second: The educator’s guide to designing authentic lessons. Portland, OR: ISTE. (pp. 9-37)
Kolb, L. (2017). Learning first, technology second: The educator’s guide to designing authentic lessons. Portland, OR: ISTE. (pp. 9-37)
McGonigal, J. (2011). Reality is broken: Why games make us better
and how they can change
the world. New York, NY: The Penguin Press.
Okojie, Mabel CPO, Olinzock, Anthony A., & Okojie-Boulder, Tinukwa C. (2006). The Pedagogy of Technology Integration. Journal of Technology Studies, 32(2), 66-71.