Guest Post: Gamification or Game-Based Learning?

This guest post is written by TeacherJ. She is a blogger and edtech enthusiast, and in this post she explores the similarities and differences between gamification and game-based learning. Watch out for her blog!

What is More Effective Gamification or Game-Based Learning?

Photo Credit: www.audio-luci-store.it via Compfight cc

The increase in ownership and usage of mobile devices by students led to a change in the way educators deliver their learning materials and handle their classes. Research from McGraw-Hill Education and Hanover revealed that smartphones and tablets usage in 2014 skyrocketed among college students, where more than 80% were said to be using mobile technology to study. The number has jumped by 40% in total since 2013.

The trend in mobile learning (mLearning) has led to two kinds of eLearning methods: Gamification and Game-based education. You may have come across these two processes before, but you may be unsure of which is the better method to apply to your class. This article will detail you everything you need about Gamification and Game-based Learning.

Defining Terms

Before we dwell on the effective nature of the two learning methods, we will define the difference between Gamification and Game-based Learning.

Gamification: This process applies game-like features to your usual lessons, by including rules and mechanics from certain games to encourage behavioral patterns in your students. The use of a leaderboard is one of the most common gamification styles applied by many educators and even businesses today. Enterprises use the process to boost customer interaction and increase employee participation. It is expected that 50% of institutions will gamify their processes this year, as reported by Gartner back in 2011. Apart from using a leaderboard, educators can apply gamification by turning achievements into rewards such as badges, progress bars, or through a point system.

Game-based Learning: This is a learning procedure whereby participants play games to learn and understand their subject and topics better. Many educational apps for students apply game-based learning, especially for younger students who require a more interactive approach to education. One of its known benefits is its ability to enhance learners’ problem solving skills. For the younger students it has been proven to enhance their cognitive skills.

The common ground

Although gamification and game-based learning are different from one another, the two have common variables in terms of usage and their platforms. The two learning processes are very relevant due to the increasing adoption of mobile devices by students and educational institutions. The numbers presented by McGraw-Hill Education is expected to grow in the future, as more portable devices such as wearables, are set to revolutionize the classroom environment. However, the supply-side complexity becomes a common problem for many as there are various devices running different operating systems, making it difficult to create a learning process that fits all mobile users. Today, we have smartphones that have curved, large 5.1-inch screens such as the Galaxy S6 Edge which O2 says runs the latest Android 5.02 Lollipop OS, while there are handsets with smaller 4-inch screens running older Android OS.

Final Question: What is more effective?

Both learning methods appear to be highly effective for students, especially since it makes the usual boring classroom into an interactive and fun environment. As technology in the classroom changes, educators and their processes will have to evolve, too. The important matter that we have to take note here is that the two-game inspired processes aim to promote mastery of academic content. Educators will have to ensure that they apply the 3 E’s in mLearning (Engaging, Effective, and Easy) to make the most of their eLearning sessions.

What are your thoughts on the affordances and constraints of gamification and game-based learning?

Gamification: A semester in the trenches

My reasons for wanting to use gamification strategies in my large Intro to Education course were obvious: student accountability, timely and continuous feedback, and better motivation to do otherwise rudimentary activities. I learned pretty quickly that implementing gamification strategies was more difficult than I initially thought. First, I had to figure out the instructional design aspects of gamification. How many points are different experiences worth? What do I count and what do I leave out? Second, I had to figure out how to keep track of all of this and communicate it back to the students. As I have written about before, I used Google Sheets to do this.

Overall, I would say I am pleased with how my first attempt at gamification turned out. Was it perfect? No way. Did the students like it? Mostly, but I'm sure I will hear from those who didn't on my course evaluations. Did these strategies help me reach my course goals? Absolutely! Class attendance was the best it has ever been in the 3 years I've taught the course. I regularly had over 90% of the students completing the weekly readings every week. That is unbelievable! I actually had students competing to complete extra credit so they could move to the top of the leaderboard. I did not see that one coming. Even though the course outcomes associated with these gamification strategies were successful, I learned a lot about how to do it better next semester. I will discuss these lessons in more detail.

More Competition

One of my goals in using gamification strategies in my class was to increase engagement and not give students a laundry list of things to do every week. Well, the way I structured the points, it turned out to be just what I was trying to avoid. Every week the students had to complete a module (video and/or reading + short quiz) before class on Monday. Then they went to schools on Wednesday, and there were points associated with that. On Friday, they participated in small group discussion, which had even more points. Everything was recorded on a big spreadsheet, and students were ranked on a leaderboard. What I discovered was that most of the students completed all of the requirements each week. Basically, there was no way to really move UP the leaderboard. Students could only move DOWN if they failed to complete a requirement. Believe it or not, that is not very competitive, and therefore, isn't all that much fun.

There were minimal opportunities for students to do extra and move up the leaderboard, but they were in fact so minimal that it hardly made a difference. This didn't keep the students from trying to get more points here and there, which was my first clue that there needs to be more competition. Some ideas I am playing with include:

  • Using Kahoot for discussion questions
  • Students voting for "best" responses to questions
  • Competitions between discussion groups (attendance, challenges, completion rate, etc.)
  • Challenges during class

I do not want to overdo this, but I think a little more competition would make this aspect of the class a lot more fun.

Reboot

Another flaw in my approach this semester was that the "game" lasted all semester. I gave the students monthly feedback in the form of a points sheet, which led many of them to just see it as a big assignment. I would venture to guess that they viewed this experiment as a big ole' laundry list because I treated it like one. In the end, there was no way for students who had gotten behind early in the semester to make corrections and do better the next time around. Students could recognize the impact of their choices on their point total and start to do better, but it did not erase early mistakes. This goes against the nature of most competitive endeavors, where players can overcome early mistakes later in the competition and keep themselves in the game.

I am thinking about splitting the game up into three smaller games this spring, and starting the points and leaderboard over each time. This will allow students who get off to a bad start to do better the next time. I can still keep track of completed assignments and attendance for the purposes of grading, but I will link other incentives to the leaderboard. What are the incentives? I have no idea, but I have a few weeks to think about it.

Better Feedback

Another issue I ran into this semester was getting feedback to the students on a weekly basis. I did pretty well at first, then some of my TAs got behind on entering scores and I went a few weeks without sending updates to the class. Once everything was updated and I got around to sending the updates, some of the students were like, "Whoa! How did I lose all these points?! I thought I was doing OK!" And I was like, "How can you not know if you missed class or an assignment?!" And they were like, "Hey man, we're too busy to remember all that!" And I was like ... OK, you get the point.

This observation has less to do with the game itself and more to do with giving more timely, detailed feedback. Some of the students felt like they were in the dark all semester and did not know they had missed 6, 7, or 8 classes until the end of the semester. I was never the kind of student to miss class, but I can see how it might be easy to lose track over such a long period of time.

I have a plan for keeping the spreadsheet updated better, but it is not really worth writing about here. Needless to say, I think weekly updates will help quell some of the panicky e-mails at the end of the semester.

What am I missing?

I am pretty sure my second attempt at gamification will go much better than the first, and I'm looking forward to putting some of these ideas into practice. For those of you who have been doing this for awhile, what are your suggestions? Am I missing something obvious? Am I making assumptions with potentially disastrous consequences? I would love to hear from the true game masters!

Give students timely feedback with a leaderboard

Turning something into a game does not necessarily mean people will suddenly like it. Atari learned this the hard way with their E.T. video game. It turns out that betting the farm on a mediocre video game based on a blockbuster movie is bad business.

The same is true with gamification, a term being thrown around a lot these days in education circles. The general idea behind gamification is that game mechanics can be used in non-game environments in order to get some of the same outcomes typically associated with games, such as engagement, problem-solving, cooperation, and motivation. Many teachers are applying the principles of game mechanics to course design in order to motivate their students in ways traditional instruction does not.

If a teacher wants to be successful at implementing gamification mechanics in the classroom, there are a few principles that must be addressed. Foremost, the game must be well designed with clear goals, rules, and roles. Kind of like teaching. In my own experience, another aspect of a successful game (and teaching) is timely feedback. In order to make good decisions that help the player keep moving forward, they need to know where they stand. There are many popular activities that rely on the concept of leaderboards, which have the dual role of informing players where they stand and creating drama for both players and observers. Figure skating, gymnastics, X Games, freestyle skiing, golf, and diving are just a few of the sports that use leaderboards.

Leaderboards can be applied to educational settings as well, but there are very few tools available that teachers can use to create and use them efficiently. One such tool is Leaderboarded, but it is not free and seems be designed more for business than education. After looking around and not seeing many options for my own leaderboard, I decided to do what I do best: build one using Google tools. Below are the steps to help you get started on your own leaderboard. You can also view an example of my leaderboard spreadsheet, and feel free to copy it into your Google Drive if you want to see my formulas for each column and worksheet.

Step 1: Create your point structure

Before you can have a leaderboard, you have to decide where the points are going to come from. You have lots of options for students to earn experience points, quest points, or any other kind of value that can be added to the total. I kept it simple and based my point total on attendance and modules completed. Every time a student is on time to class, they get 100 points. They get 50 if they are late, and zero points for missing class. Even if the student is sick. I'm playing for keeps here, folks.

Step 2: Set up your spreadsheet

I have found that I am more likely to keep my leaderboard updated if I have very few values to keep up with. The more complicated the "game" becomes, the more there is to enter. Personally, once I start feeling overwhelmed I am likely to get behind on entering values. The more behind I get, the more irrelevant the leaderboard becomes. So, keep it simple.

As you can see from my example, I created a separate sheet for each set of points. One for attendance and one for modules. I used the SUM and COUNTIF functions to tally the values for each sheet. I chose to use the digit 1 instead of 100 or 50 because it is easier to enter. I can have the spreadsheet multiply by 100 on the Participation worksheet so I don't have to.

You will use the Participation sheet to add up all of your totals from attendance and modules. This worksheet is important to include because you will use a pivot table to create the actual leaderboard, and you must have all of your points on one sheet to do that.

Step 3: Create a pivot table

What is a pivot table, you might ask? Well, it is a data analysis tool built into most spreadsheets that lets you sort, add, average, or do other functions with the data in your spreadsheet. For this example, we are going to use the pivot table to display each student's total points and rank them from highest to lowest. Here is a screenshot of what this pivot table will look like when it is all set up.

Screen Shot 2014-06-20 at 10.05.54 PM

Leaderboard_Example_-_Google_Sheets_and_Pictures

Make sure every student in your leaderboard has a unique name, otherwise the pivot table will combine the totals for both students with the same name. I used numbers to keep the first initial separate. You will notice I have a battery icon for each student. I did this by creating a Rank worksheet and using the VLOOKUP function to apply the correct icon based on the student's total points. I did this more as an experiment. If you embed this spreadsheet using HTML, the images will not show up, so don't get your hopes up.

Step 4: Share the sheet with students

At this point, you have several options for how to share your leaderboard.

Option 1: The Whole Spreadsheet

The simplest option is to share the link with the class or embed using the iFrame code Google gives you. If you share the entire sheet with the class, which I DO NOT recommend, you will want to protect your functions and make sure it is only viewable to those with the URL. If you choose to embed the entire spreadsheet, go to File --> Publish to Web. This will share your entire spreadsheet, so you need to make sure there isn't any sensitive information that you don't want the whole class to see. If you use icons for levels like I have done, they will not show up when you embed.

Option 2: One Worksheet from the Spreadsheet

If you only want to embed the leaderboard, you can use a special URL to show only the page you want. It looks like this, and I will show you how to plug in the appropriate values.

<iframe src="https://docs.google.com/spreadsheets/d/[Spreadsheet ID]/htmlembed?gid=[worksheet ID]&amp;single=true" height="1000" width="100%"></iframe>

Here is where you find those values in RED:

Google_Drive_--_Page_Not_Found

 

This will embed only the sheet you want to share, but it will not show any images you have in the cells.

Option 3: Interactive graph from Spreadsheet

A final option for sharing the leaderboard is to create an interactive chart from the leaderboard and embed that wherever students will be looking for updated results. Here is how you do this:

Leaderboard_Example_-_Google_Sheets 2

 

Leaderboard_Example_-_Google_Sheets 3

 

Leaderboard_Example_-_Google_Sheets 4

 

Screen_Shot_2014-06-22_at_11_07_11_PM

 

Leaderboard_Example_-_Google_Sheets 5

 

And that is how you do it. This will take some tinkering, especially if you are not familiar with spreadsheet functions or pivot tables. I spent quite a bit of time messing around with this until I got it to work just how I wanted. I need to give credit where it's due for giving me this idea. I got the original idea from the EIPS Technology Blog, and I modified my leaderboard based on this design.

 

 

Schoolification

Pac-Man (1980), will go on show at MoMA in New York in 2013 I have been thinking about gamification a lot lately. I teach a really big class full of energetic undergraduates, and I want to make the class better. It is already pretty darn good, but there is always room for improvement. One way to do this is to add game elements to some of the more mundane aspects of the course.

As an aspiring Teaching and Learning scholar, I dug into the literature on gamification and game-based learning (and trust me, there is A LOT of it!) to investigate possible frameworks and suggestions for a successful implementation of game-based learning. One framework that has been really helpful for me as I plan some game-based elements into my course was proposed by Bunchball, a corporate gamification company. As stated in one of their white papers, there are 6 elements that serve as the building blocks to all successful games. Coincidentally, these game elements interact with game dynamics that are associated with basic human desires that tend to motivate and engage people within a gaming experience.

[table id=1 /]

When I look at this table, I see many similarities and natural applications to education. The way the education system is currently structured, there is already a pretty heavy dose of competition, achievement, reward, and status. There is also some possibility for self-expression and altruism, depending on the way a course is set up. So, I understand that education and gamification go hand-in-hand quite naturally.

So what happens when an instructor takes activities that students might naturally enjoy and make them just another assignment? I call this "schoolification," which is when a teacher deflates student interest in an activity or project by assigning points, a grade, or any other requirement that students might otherwise resist.

The first time I encountered schoolification, before I even had a name for it, was in a conference presentation where a professor described his use of Facebook in his classes. Each student in the class had to join his group on FB, they were required to comment on his posts, and they would "lose points" if they didn't do either of those things. My first thought was, wow, that's a great way to make students hate Facebook. Take something they like, make them use it in a way they don't want, then hold their grade over their head of they don't do it.

If the instructor is not careful, I think the same thing can happen with blogs, digital stories, flipped lessons, and cooperative learning (or any other activity for that matter). Students have to be held accountable for their professionalism, but how do we do this without schoolifying activities they might otherwise enjoy? This is a challenge I would like to learn more about.

How do you hold students accountable for their participation in class activities without schoolifying those activities that are intended to be engaging and fun.