Making Connections with Gamification
Gamification has been shown to be a powerful pedagogical tool that can help build connections and collaboration. Stephens de Jonge et al. defined gamification as “the use of game thinking and mechanics in a non-game context to inspire employees and students to get engaged in the learning process,” noting that the term ‘gamification’ was first coined by game designer Nick Pelling in 2002, when he saw the potential for game mechanics applications outside of the video gaming industry (2019, p. 159). Le (2020) cited Deterding et al. (2011) and Sheldon (2011), who designated gamification in simpler terms as “the implementation of game-like mechanics (points, leaderboards, and badges) into non-game contexts,” and Kapp (2012), who referred to gamification as the use of “game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems,” (199) and noted Dickey’s discussion includes progression and other types of rewards as common gamification elements (Dickey, 2011). Bellés-Calvera emphasized that gamification used in educational settings involves clear objectives and is designed to engage learners in the learning process (2022), while Manzano-León, et al. termed gamification in education as “the use of techniques to engage people, motivate their action, and promote learning and problem solving [to] generate in the students a feeling of empowerment in their way of working to achieve tasks, making them more attractive and promoting cooperative work, effort, and other positive values typical of games” (2021, 1). Dickey (2011) stated “the purpose of game-based learning is to leverage the motivational and design affordances of games and play with pedagogy” (459). Taken together, we can distill the definition of gamification in education as game-like or game-inspired mechanics, aesthetics, and problem-solving environments that call upon targeted student skills or knowledge with the goal of creating deeper motivation, engagement, and learning.
In his critical look into video games during the first years of at-home consoles, with a focus on Nintendo, which held most of the market from the early 1980s through the early 1990s, Provenzo (1991) discussed the potential impact of video games in areas such as cognitive development, social development including gender perceptions, and aggression. In answering the question of what video games are, Provenzo in part stated that video games “can act as portals to connect us to vast and powerful networks of information and entertainment,” are “instruments of information,” and allow for the entry into a passive medium (referring to television) to “control and act” within the world of the video game (138-139). The author suggests a large part of the appeal of video games is this ability of the player to shape the electronic medium they are interacting with, which, Provenzo suggests, “may in fact be the means by which users step into a new type of electronic dialogue and, in turn, literacy” (48), acknowledging that, unlike the boundless possibilities of a person with a pen, the player’s ability to shape the electronic medium are limited by the affordances of the game itself as pre-determined by the game designers.
Malone (1980) was one of the first to investigate these new video games in terms of what applications their design elements might have for computer mediated educational environments, looking specifically into motivation by researching the questions, “Why are computer games so captivating” and “How can the features that make computer games captivating be used to make learning – especially learning with computers – interesting?” (1). The author provided a literature review and detailed the results of three studies designed to focus on what makes computer games fun and then put forth what he called a “rudimentary theory” of intrinsically motivating instruction.
The theory is made up of three categories: (1) challenge (when users are confronted with goals with uncertain outcomes; can be realized through design with techniques such as “variable difficulty level, multiple level goals, hidden information, and randomness”); (2) fantasy (differentiated between extrinsic, where the successful execution of the target skill moves the action of the fantasy forward but is independent of the fantasy, such as students competing in a game on a racetrack where, when they provide the correct verb form for a word, they advance a certain distance around the track), and intrinsic, where “not only does the fantasy depend on the skill, but the skill also depends on the fantasy,” meaning the problems are presented in terms of the fantasy world and the answers affect the fantasy world. Malone provides the example of a simple computer darts game where several balloons are lined up with some measurements provided, the player guesses how much higher or lower they need to throw a dart to hit a certain balloon (using the target measurement, such as inches), and the balloon pops if they get it correct (58); and (3) curiosity (differentiated between sensory curiosity, which can draw and hold attention to the learning environment, and cognitive curiosity, which can be created through design by “making learners believe their knowledge structures are incomplete, inconsistent, or unparsimonious” (iv). Malone offers that:
One relatively easy way to try to increase the fun of learning is to take an existing curriculum and overlay it with a game in which the player progresses toward some fantasy goal, or avoids some fantasy catastrophe, depending only on whether the player’s answers are right or wrong. (31)
These types of fantasies, which are largely “interchangeable across subject matters,” such as baseball or hangman, are extrinsic fantasies. As an example of an intrinsic fantasy, Malone describes an adventure game with underground caverns where intrinsic motivation is found by directing the action through the player’s skills in reading (the cave descriptions) and writing (the commands). Malone describes any “fantasy inducing environment” with a definition from the American Heritage Dictionary as an environment that evokes “mental images . . . not present to the sense or within the actual experience of the person involved, such as physical objects or social situations” (56). In addition, Malone contends that intrinsic fantasies are inherently more motivating and hold the advantage of being able to be designed such that the skill being tested could be used in the real world to accomplish a specific goal (58). Other advantages of using fantasy that the author notes are the symbolic representation in fantasies enhance the learner’s ability to connect existing knowledge with new knowledge, and the use of vivid images can enhance memory of new concepts. Malone underscores the important point that people like goals and challenges because success in the face of a challenge makes one feel good and boosts their self-esteem. Self-esteem can boost self-efficacy, intrinsic motivation, and learning achievement, so in a learning environment, success in the face of challenges can have a very positive impact on student learning. Alongside this, however, the inverse is also true, meaning failing to overcome challenges in an educational environment can have a negative impact on student learning. For this reason, games with challenges for use in educational settings must be designed very carefully as the goal in this setting is to have the students be challenged but also to ultimately overcome those challenges and be successful to receive that self-esteem boost. One technique for ensuring all students are successful in terms of a gamified quest is for them to work collaboratively in small groups and to have clues available if they get stuck, where they can call upon the instructor or some element designed within the game itself to get a clue to help them move forward.