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Issues with Gamification Implementation

 

Despite the myriad positives that seem to come with introducing gamification to the classroom, nothing in the field of education should be implemented without consideration of efficacy and impact. Research and theory does caution against some possible issues. Below, those issues are outlined and briefly discussed.

 

 

 

1. Lower than expected effect on motivation- 

Dichev and Dicheva (2017) believe that studies of gamification may not show the expected increases in motivation and that "the expectations created by the hype,” as opposed to actual results, are propelling its use.

 

Question: Does current research do enough to prove motivation is increased through the use of gamification?

 

Comments:

" Many survey participants remarked that gamification is a “passing fad,” including technology consultant Stowe Boyd, who went on to explain that it is only “of interest to a small segment of the social tools developer community.” Boyd predicted: “In some segments it will have a long-term impact, but only in circumstances where it is integral, and not as a gloss or veneer. Much of what gamification seeks to do—to increase involvement, and foster certain collective behaviors in groups of people—actually runs counter to the fragmentation of user experience online. The rise of apps means that users are spreading their time out over a larger number of more specialized tools, and tool developers try to counter that through inducements to stay, or return frequently, and to align activities with others: a forced viralization. A much more profitable set of ideas? As people are made more autonomous, they naturally move away from collaboration, where users share the same aims and reward systems—toward cooperation—where users do not necessarily share long-term goals or values. Gamification has little use in cooperation, and that is the area of social software that is least realized at this time, and which I predict will be the highest-growth area in the future.”" (Anderson & Rainie, 2012). Researchers van Roy and Zaman (2015), published by the Gamification Research Network, report that once the novelty of Gamification wears off, so will the brief rise in extrinsic motivation that it incites.

 

 

 

2. External rewards/extrinsic motivation

Ferlazzo (2012) includes that “But Dan Pink, the author of “Drive: The Surprising Truth About What Motivates Us,” has pointed out that studies show that when the task rises to the level of even rudimentary cognitive skills – anything above mechanical tasks – incentives start to work in reverse. Greater rewards – including higher pay – lead to poorer performance with things like creative tasks.”

 

Question: Are incentives used with gamification less effective in lessons with higher order thinking skills engaged?

 

Comments:

Scott Nicholson, from the School of Information Studies at Syracuse University, looks at current research from the fields of science, education, and psychology to view gamification from a user perspective. He appears to agree with Ferlazzo's finding. Nicholson's position is that gamification should be made meaningful with focus on game elements as opposed to rewards.

“Meaningful gamification puts the needs and goals of the users over the needs of the organization. If users have a positive and meaningful game-based experience that is well-connected to the underlying non-game setting, then the organization will benefit in the long term. Meaningful gamification focuses on introducing elements of play instead of elements of scoring. The same activities will not be meaningful to all users, so designers need to provide a variety of game-based activities to appeal to different users or a customizable gamification system where users can create their own activities. The dependence upon external rewards for motivation should be replaced by connections between the non-game activity and needs or goals in the user's life based upon information, which will allow users to have a positive internalized experience. The resulting user-centered meaningful gamification will result in longer-term and deeper engagement between participants, non-game activities, and supporting organizations.” 

 

 

 

3. Research into motivation is needed

Dichev & Dicheva (2017) believe that “more substantial empirical research is needed to determine whether both extrinsic and intrinsic motivation of the learners can be actually influenced by gamification.” (p.3)

 

Question: Is the extrinsic motivation of rewards and badges likely to affect students' intrinsic motivation?  

 

Comments:

A study by Hanus and Fox shows there is an affect and it is not positive:

 

"Holistically, the results suggest that some common mechanics used in classroom gamification (i.e., competitive context, badges, and

leaderboards) may harm some educational outcomes.We found that though students from each course started at the same levels of intrinsic

motivation, satisfaction, effort, social comparison, and empowerment, over time students in the gamified course tended to decrease in

motivation, satisfaction, and empowerment relative to the non-gamified course. Although course type alone did not affect students' grades

over time, we found that the effect of course type on students' final exam scores was mediated by their levels of intrinsic motivation.

Students in the gamified class tended to be less intrinsically motivated at Time 3, which caused lower final exam scores" (Hanus & Fox, 2014).

 

 

 

 

4. Negative social issues

van Roy & Zaman (2015) discuss the effect Gamification might have on the social aspects of a culture consumed by Gamification.

 

Question: What impact, if any, does Gamification have on social development and school environment?  

 

Comments:

van Roy & Zaman (2015) discuss that Gamification does not always lead to healthy social development:

 

"by implementing gamification, users are asked to start playing even in contexts where playing is culturally inappropriate...furthermore, competitiveness...stimulates a struggle to be the best, if necessary even by cheating. Moreover, as winning automatically implies someone else's loss, it may promote a more selfishness-centered society and discourage admirable characteristics like, for example, volunteer work or doing good for people" (p.2). 

 

 

 

 

 

5. Limits experience with abstract thinking

Emel'yaneno, V.D., Nidolaevich, V., Malinnikov, S.G., Malashenko, I.V., & Vetoshko, L.I. (2016) believe that "man's intellectual development is connected with abstract reasoning. Therefore...this approach will lead to problems of develoing abstract resoning because it will not be properly trained" (p. 12586).

 

Question: Does Gamification in education reduce students' ability to develop and use abstract thinking? 

 

Comments:

Emel'yaneno, V.D., Nidolaevich, V., Malinnikov, S.G., Malashenko, I.V., & Vetoshko, L.I. (2016) believe that abstract thinking is taken out of Gamification and is a "consequence of simplifying educational material" (p. 12586):

 

"Indeed, visual images are easier to grasp than concepts. For example, it is usually more difficult to read because it is not enough to passively perceive palpable images of reality as one must also try to imagine a situation as a whole.

"Our notion about something has more abstract elements than our perception. The ability to understand what this or that notion is can even become an unsolvable problem in learning which is based only on visualization. If we use visualization without any limitations which are determined by the degree of development of students' abstract reasoning, it will damage the future development of abstract reasoning. We should also note that to a person with more or less well developed abstract reasoning and the system of values and ideologies, visualization can hardly be harmful but will let him learn greater amount of information at a greater speed. Another important thing is that excessive use of games makes participants of the educational process get used to performing a set of regular and rapid but usually meaningless actions. These actions do not demand much thinking about and this may also result in worsening the skills of analytical, complex thinking" (p. 12586).

 

 

 

 

 

References: 

 

Anderson, J., & Rainie, L. (2012, May 18). Main Findings: Getting into the gamification? Retrieved July 03, 2017, from http://www.pewinternet.org/2012/05/18/main-findings-getting-into-the-gamification/

 

Dichev, C & Dicheva, D. (2017). Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education. 14:9. 1-36.

 

Emel'yaneno, V.D., Nidolaevich, V., Malinnikov, S.G., Malashenko I.V., & Vetoshko, L.I. (2016). Man's values and ideologies as a basis of Gamification. International Journal of Environmental & Science Education, 11(18): 12576-12592).

 

Ferlazzo, L. (2012, February). The Dangers Of “Gamification” In Education. Retrieved from 

http://larryferlazzo.edublogs.org/2012/02/26/the-dangers-of-gamification-in-education/

 

Hanus, M., Fox, J. (2014). Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Computers & Education. 80. (152-161). 

 

Nicholson, S. (2012). A User-Centered Theoretical Framework for Meaningful Gamification. Retrieved from http://scottnicholson.com/pubs/meaningfulframework.pdf

 

van Roy R . & Zaman, B. (2015). Moving beyond the effectiveness of Gamification. Gamification Research Network. Retrieved from http://gamification-research.org.chi2015/papers/

 

 

Magnify Image, no attribution required, Retrieved from: https://pixabay.com/en/search-math-x-unknown-1975707/ 

 

 

 

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