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Nord University
Norway
GAMIFICATION:
BEYOND BADGES AND COMPETITION
Abstract
This paper presents an example of applying agame walkthrough to educational
setting. Gamification of learning is looked upon as an engagement model where
rewards elements such as achievements badges are not in focus. We chose to pro-
mote an approach to gamification where social elements such as communication
and cooperation are encouraged, believing that such approach builds the criterion
for success of the application of game design elements to educational process. We
seek to understand how commitment to achieving learning goals may be recognized
and rewarded without employing factors associated with competition.
Introduction
Popular opinions that games are at most awaste of time and notably adangerous
technology that induces escalated aggression are defunct. Research has not suc-
ceeded in finding relation between games and violent behavior and games were
proved to have positive effects on gamers. Strong movement of serious games has
occurred to be the evidence the digital games have potential to motivate both
cognitive and social growth. It has been convincingly argued that games promote
student motivation and engagement ( J.P. Gee, 2007a, pp. 21-40; P.M. Greenfield,
2010, pp.1-21) as well as provide good arena to teach twenty-first century skills
(K.Squire, 2006, pp. 19-29). In abig picture, digital games are environments for
studying key processes involved in learning and developing insight into how learn-
ing occurs ( J.P. Gee 2003, 2004, 2005, 2007b). Each medium has acontribution to
make to human development and each medium has its strengths and weaknesses
74Beata Godejord, Per Arne Godejord, Helga Dis Sigurdardottir
(P.M. Greenfield, 1983, p. 5). The strength of digital games lies in their participa-
tive nature. This paper seeks to outline how engaging learning experience can be
enriched with social elements in an online environment utilizing game principles.
Gamification of learning: 2 in 1?
The history of the term gamification goes back to the year 2002 when British
consultant Nick Pelling created it as adeliberately ugly word to describe ap-
plying game-like interface design to make electronic transactions enjoyable and
fast. The term, now used for describing something different, reached the critical
mass needed to appear on Google Trends in the second half of 2010. In the 2011
gamification was selected by Oxford Dictionaries as arunner-up word of the
year (B. Burke, 2014, p. 5-6). Growing interest in gamification is reflected in the
increasing number of academic publications. Figure 1 presents an overview of the
increase of academic texts on the topic. The appearance of the term gamification
in paper titles has been increasing even faster than general search hits ( J. Hamari
et al., 2014). This statistical occurrence indicates that gamification is not apass-
ing fad but something to be treated with attention as aphenomenon, an approach
and amethod.
Most generally, gamification is defined as game-based mechanics, aesthet-
ics, and game thinking to engage people, motivate action, promote learning, and
solve problems (K.M. Kapp, 2012, p. 280). Gamification is amotivational model.
In pedagogical perspective it is natural to focus on factors that are potentially im-
pactful in terms of enhancing motivation to perform actions leading to achieving
defined goals. Successful solutions for engaging in action, in principle, are within
the interests of educational design.
In its early stages, gamification strategy based its motivational mechanisms
on rewards system, which utilized points, leaderboards and digital badges as rep-
resentations of skills earned. Rewarding and recognition are important factors
for encouraging commitment. However, acritical approach is needed when it
comes to choosing areward system. In educational setting, motivational property
of areward system should support standards encouraging balanced directions to
behavior where individual motives and socially constructive orientation go together.
As emphasized in the German tradition of self-cultivation, aharmony is needed
in the process of personal and cultural maturation so that individual and social
unification takes place (W.H. Brunford, 1975).
We seek to encourage utilizing gamification approach in the way in which
knowledge processes are combined with social processes. In the light of sociocul-
tural learning theory, we become ourselves through others. In this perspective,
learning is asocial and dialectical process occurring within and through avariety
of social events (L.S. Vygotsky, 1978). According to social information processing
theory, participants involved in computer mediated communication adapt to the
medium and use it to develop social relations comparable to those developed in
face-to-face situations ( J.B. Walther, 1992, pp. 52-90). With these two theories in
76Beata Godejord, Per Arne Godejord, Helga Dis Sigurdardottir
try to engage you in dialogue. The strategy you choose in this level depends on the
presence requirements defined by a lecturer. At present, the lecturer is lenient as for
classroom presence as long as you are active online.
The following levels of the course walkthrough focused on the defined tasks,
and tools for solving them. Level 2 focused on establishing presence within three
social media. Instruction for Act 2 was formulated as follows:
ACT 2
-- Nailing the Bird in the Paper Cloud
Objective: Create a profile on Twitter, and then use it to create a Paper.li account,
and create a profile on SoundCloud.
Like Act 1, Act2 is fairly easy to complete. All you have to do is create a twitter
profile, aPaper.li account and aSoundCloud profile. Playing at Rookie difficulty
level might not necessarily lead to a low grade, but Elite and Veteran players might
be in abetter position for Act 3. The trick here is to choose aTwitter nick that sig-
nals to the world that you are someone who one day might be agame developer.
So stay away from nicks that are sexual in nature or otherwise you may make one
think of you as ateenage kid instead of up and coming professionals. On the other
side, you might use ateenage nick but it is important that your tweets are seri-
ous and content related. In this way you may create an impression that the nick
was meant as irony, i.e. its not the profile nick that matters but the content of the
tweets.
You have to follow your fellow students, the lecturer and as many game de-
velopers, game suppliers, and gamers as you can find. Having these profiles and
accounts are of course mandatory, and if you dont, the game is over.
tweets that consists of just meaningless letters or word, or overly personal in tone
will quickly mark you as aRookie and might give you problems in later levels of
the game. Those who want to get the A and B rewards should try and engage other
serious gamers and if possible game developers in conversation or at the very least
get retweeted and/or favourite by such Twitter users. This is difficult! To secure the
C reward it is enough to just tweet content related stuff, but if you do it all the time
and is totally and completely focused on professional matters, you might get the B
reward. Stay focused! The sole point of this exercise is to train you in professional use
of Twitter; using Twitter as a tool to get in touch with fellow developers, potential
customers or who knows? potential employers.
Motivational affordances used in the course walkthrough were levels, clear
goals, challenges, feedback and rewards (grades). The idea behind the particular
levels was to enable students to see the connections between the various tasks given
in the course, and motivate them to high performance in the consecutive sets of
tasks. Challenges were designed as differentiation of difficulty degree within par-
ticular levels. The requirement of participation in social interaction was intended
to provide social context and feedback for the process of work on the assignments.
The assumption was that the presence of social elements (CMC) would enhance
students motivation to progress with work on the learning content and at the same
time contribute to thinking of the learning content in acollaborative way.
80Beata Godejord, Per Arne Godejord, Helga Dis Sigurdardottir
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