Response to Readings Summer 2014

Post date: Aug 21, 2014 3:19:22 AM

Question posted by Dr. Mosley: Are "What Video Games Have to Teach Us..." and "Gamify" at odds with one another, or do they complement one another? Please explain and provide examples and supporting material when you can.

My Response:

Any argument in favor of video game play would be stronger and better supported by incorporating points made within the two texts “What Video Games Have to Teach Us…” and “Gamify”. These books complement each other because each explains from different perspectives how gaming engages a learner. One details the types of learning occurring during gameplay (What Video Games Have to Teach Us…) and the other focuses on the use of gamified solutions (Gamify) to improve customer use of a product or service or to improve customer or employee satisfaction and engagement in training and learning..

Gee does not argue that we need to use video games in school . In fact, in “What Video Games Have to Teach Us…”, Gee wants to see the learning principles behind playing video games used in schools, workplaces, and other sites (p217). This goes right along with what Burke says in “Gamify”, that work places and learning experiences can be improved by embracing the processes involved in video game play. ). Burke repeatedly states that gamification is not turning tasks into video games. He explains that gamification is effective at engaging people in learning activities (p35 Kindle Version) and that it can spur innovation because of its elements of competition. According to Gee, video game play incorporates the skills necessary in good scientific study. Good scientific research is hallmarked by creativity and innovation within the steps of the scientific method: hypothesis, experimentation, trials, and reflection. And of course, where would we be if scientists gave up after the first failure? Game players learn that perseverance is the key to success.