Participation
If I recall correctly, the first couple of cycles in this
course seemed to explore the definition of gamification, discuss the benefits
of video game play, and introduce us to the world of affinity spaces. For me,
these topics were new or a little over my head. Defining gamification seemed to
get too far in the weeds and, despite the scholarship that went into those
arguments, I still feel like the definition should be simple. As for video
games, I’m not really a practitioner although I do agree with the learning
application that accompanies video game play. And affinity spaces were a new
concept – but not that new anymore.
I can say, though, that I have enjoyed diving into the
subsequent topics much more. I generally try to choose an article to critique
based on the current cycle’s readings and the past few cycles have provided
some very compelling topics. Particularly, I have enjoyed jumping into the game
application in learning settings. I have often personally defined analysis as
the breaking down of something into its smallest parts and asking questions.
The topics, hypothesis discussions, and scholarly readings have opened my ideas
to the intricacies designing educational game play. Not only are there
different types of learners but there are different types of players, each with
their own values and motivators.
Preconceptions
Interestingly enough, the most recent course activities
changed my preconceptions about learning in the classroom versus learning
through games. Some of the authors we’ve read really criticized the formal
education system today as a means of strengthening their arguments for games
and/in learning. At first I thought some of the criticism was a little harsh
and, although I did love every minute of my schooling, I always sort of felt
like it was a necessary format – and there was no getting around it. Now, I
admit I was wrong. Teachers don’t have to lecture, they can guide. I know in my
job I can recite the same trainings over and over again but the employee won’t
truly understand until they connect the dots themselves. An example of this was
the article by Darvasi. In his game for his class, students would come to him
for guidance or advise on their experiments. When that happened he would guide
them to the answer but the discovery belonged to the student. Teachers can be
guides.
Network
Hypothesis continues to be a truly valuable tool for
actively digesting readings and facilitating relevant peer discussion at the
same time. The insights and comments that others share not only offers unique
perspectives into the subject matter but they help define key terms and
concepts. This is truly college reading at its best.
Question
Question: We have discussed how games can be games can be
used for learning but can they be used for assessment?
Answer: Yes! One may not realize but many games today
already provide assessment of a learner through achievements or other metrics.
Think about the last game app you played. In how many different ways did you
score points? I recently read an article on regarding assessment through achievement
by scholars from the University of Texas Dallas (find my scholarly critique here).
Today’s multiple choice or True/False test don’t fully capture the aptitude of
the learner. By modeling our assessments after game play achievements, we can
start to explore compelling and engaging ways to assess the knowledge and skill
of our learners.
Curiosity
I want to put my new found knowledge into practice and see
how games and learning can be incorporated into corporate training. Let’s go!
Technology
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