Often, we hear about "gamification in the classroom" and how it can inspire learning. The same can be said of motivating employees, in any field, to complete tasks. Making "it" a competition is an age-old strategy. When my district moved forward with self-paced professional development (PD) they settled on the gamification model (#SVForTheWin on Alludo Learning). Beyond the actual PD, there are three "lessons", or observations, to be gleaned regarding the effectiveness of "on your own" learning. Let me start by stating, I like more about this form of PD than I dislike or question. The motivation of competition, even if only against oneself, and the satisfaction of a visible proof of learning or mastery are worthwhile. Before bringing gamification into my classroom, I'm taking a close look at the aspects that are less clear to me and warrant examining and resolving, at least in my own mind, before asking my students to participate in some similar method of learning.
1) It doesn't reach or engage all stakeholders. Though the invitation to "play" went out to all district staff, only a small number are playing the PD game. Why? Is it that many just lack that spirit of competition? Is it a lack of time? Was it posed as "fun" rather than required PD hours and the purpose miscommunicated? Do some stakeholders lack the technological skills to navigate yet another program? Certainly, the tasks are not overly difficult or burdensome, and choice is built into the "game". Tasks range from simplistic work-flow items, "create a Google document", to those requiring more tech skill or knowledge, "educational fair-use and copyright law". We are able to look up additional info or help as needed. The only 'missing' component is direct instruction or help for those who learn best with a guide. This last factor may be what intimidates the non-tech teachers to avoid the game. Certainly, understanding the reasoning behind who 'plays' and who does not should be explored when considering gamification in our own classrooms. 2) Be sure of your intentions What is the goal, the end-game? We need to check that any project we ask students (or staff) to do is not "a Grecian urn" project-- very pretty, looks cool, but has little actual learning of substance. Fortunately, the PD my district is offering is (mostly) of value. Continuing education is a requirement in most professions. Time out of the classroom or student-free staff development days mean the students aren't learning. PD speakers are expensive. The PD often doesn't apply to all (one-size doesn't not fit all!) or is too theoretical than applicable in the classroom and so wasted time. So it's understandable that districts might want to move to a less costly, self-paced system wherein staff can select what they want to learn or need to learn, and do so at their own pace as time allows. Problem: The time to complete the PD is on our own time, at home (unpaid) or during our prep periods. Problem: What is the district doing with the results of this game? Is this required PD? Do promotions or "consideration" for tech in our rooms depend upon proving our ability? How often do we have to play or recertify? Is there an "end" or "win" or is it just for the sake of learning. Learning as the goal is not a bad thing! But let's be clear then regarding the competition angle. Before gamifying my class, I'd need to be very clear, in my own head, what my learning goals were for my students and be certain to clearly communicate that goal to them. The "why" matters. 3) Is competition really a "good" thing in academia? While we have options on which tasks to complete, many are "easy" tasks most of those playing, who happen to be the more tech-savvy amongst us, already know how to do. To earn "points" we must do them anyway. To do other tasks puts us "behind' in the game. Human nature prevails and we stack our points and our progress by completing the tasks that are easiest because we already "know that'. So where is the real learning? Not all of us are competitive. Some are even rather shy about their learning, or embarrassed by their lack of skills. The game board ranks us publicly as to overall leaders by points, by week, by month, by school. We can click on another profile and see exactly what tasks they've completed-- or not. Doing the minimum or focusing on new skills means fewer points. Completing many tasks in a short time puts one on the "winner" list but will quickly have them fall off if they slow down or don't participate next week (again, this is done on our own time). Some are very competitive and seek to gather points. Will the game cause some to gloat over points or tease others for lack of progress? Do we want to foster rivalries between colleagues or schools? Is there an element of shaming here for those whose skills are lacking or who lag in 'leveling up"? All questions to address before bringing gamification into the classroom. If adults face these issues, they're sure to be amplified amongst teens! ........................................................................................................ Overall, the benefits to gamification are clear: self paced, individualized, cost effective. high interest, and a clear demonstration of accomplishment. All worthy purposes and goals and deserving of consideration for the classroom experience, especially as we move toward PBL and SBG philosophies.
2 Comments
Dustin Ellis
5/1/2018 10:53:40 am
Great reflection. I struggle with the intrinsic vs extrinsic motivation factors you referenced and decided that the choice piece coupled with with the go at your own pace factor made this a useful endeavor. We will see how things turn out over time. Thanks for the great reflections and mostly for jumping in and playing the game!
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Brooke Edwards
5/8/2018 09:43:41 am
Wow! I love all your thoughts. I have been pondering the question if the more tech savy educators, the educators that already teach this way, are the ones that have jumped into this Gamification of PD because it is already what we love learning about. I am afraid that it is leaving behind the educators that would really benefit from learning new things. Just my two cents.
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