Professional Documents
Culture Documents
In keeping with the mode of trends, which are sometimes slow in gaining interest and popularity,
this is the case for gamification. The strategy was in use, but the trend, being the increase in use
and popularity and defined as a veer in a general direction or to become deflected (MerriamWebster Inc., 2014), only gained momentum in the educational sphere somewhere in late 2013.
This trend is noticeable by the increased talk, new buzzwords, and the exploratory incorporation
into instructional learning environments.
This paper seeks to discuss the growing popularity in the gamification trend, its design,
application and integration into instructional (training and educational) environments; and its
implication for learning environments.
In 2002 Mr. Nick Pelling, dubbed the Father of Gamification introduced the actual term
gamification as the incorporation of game mechanics into all manner of transactions and
activities on commercial electronic devices in-flight video, ATM machines, vending machines,
mobile phones, etc. In more recent times, the British Computer Games Programmer noted,
during an interview for the Gamification World Congress, that the strategy incorporates learning
in all environments including online learning (Pelling, Nick Pelling: The Gamification Inception,
2014).
Mr. Pelling initiated a business, The Conundra Ltd., aimed at pushing gamification into the
commercial environment but this was dissolved in 2006 due to insignificant customer interest
and because it was introduced a decade too early (Pelling, The (short) prehistory of
gamification, 2011). Mr. Pelling may have been correct in his assumption about the
precociousness of the strategy as almost a decade later, in May 2012, Connie Malamed noted
that gamification is on fire (Malamed, 2012). She was discussing the increasing trend for
gamification with venture capitalists, companies, institutions, and non-profit organisations.
At this time, the interest in the technique had increased and was gaining greater popularity. A
consideration to utilise this technique in the educational field began to show face in the same
It is unclear when the strategy picked up greater popularity. Webquests and literature reviews
revealed, between 2010 and 2012, an increase in use, albeit, still mainly in the commercial field
and with a shifting and sometimes alternating focus on game based learning.
Today, the term gamification headlines many business and commercial conferences, websites,
webinars, marketing promotions aimed at selling the technique to companies, white papers for
school administration and is currently being tried, tested and incorporated into educational
programmes. Morris, Croker, Zimmerman, Gill, & Romig (2013) indicated that a small number
of schools in the US have begun to experiment with gamification across the curriculum. Even
bloggers have started using the game-like design in their sites (Ferreira, 2013) to encourage
postings, and to provide feedback to visitors. Bhasin (2014) has attributed the increasing
popularity to this technique on marketplace forces, the connection between games and learning
in children, and the rising interest in games among adults. This evolving trend touches distance
education, eLearning programmes, instructional technology and instructional designs. A
webquest using search words trends in technology trends in distance learning or trends in
instructional design, all using 2014 and or new as an additional key word, included the
following results:
IT Business Edge This site rates gamification as No. 3 on the informational technology
scale for trends in 2014 (http://www.itbusinessedge.com/slideshows/top-10-technologytrends-for-2014-03.html).
Badgeville Blog The Business of Gamification has indicated that it will reach a plateau
of productivity within in five to ten (Duggan, 2014).
eLearning Industry discusses top instructional design trends and outlook for 2014 and
indicated that the incorporation of gaming elements and gamification into e-learning
courses of all levels as a must-do strategy for designers (Davis, 2013).
St. Josephs University describes it as an evolving trend in instructional design and an
eLearning solution to distance education (SJU, 2014).
NMC Horizon Report - 2014 K12 Edition (Johnson, 2014) announced the adoption of
gamification in schools within the next two to three years as its growing potential is
realized for learning and instruction. The report also noted that gamification may be the
push needed to move games and GBL into acceptance within the educational community.
The social elements promote interactivity among other participants. Interactivity may be in the
form of collaboration, helping or leading behaviours as participants offer assistance to their
peers, or support channels for guidance and exchanges. The interactivity and collaboration
promotes social learning, peer support and competition among peers. Points are awarded for
displays of these abilities. For example, rewards may be issued to participants as they recognise
the achievements of other players or assist them in achieving a goal.
Leaderboards and Scoring
Rewards are given incrementally, depending on the task difficulty and in alignment with the
performance of desired behaviours. Desired behaviours should have a priority listing and a scale
for each type of required behaviour, with higher points being allocated for displays of behaviours
that are aligned with programme goals, objectives and desired outcomes.
As players or participants achieve their goals, scores and progress can be placed on a scoreboard
or leaderboard as a form of public recognition. Enders (2013) noted that recognition is added
10
It must be noted that leaderboards can be daunting if not skilfully managed by the instructional
designer (Huang & Soman, 2013). Players should not feel exposed, should their current score be
below a particular range. To this end, some designers recommend listing only a selection of the
high performers, rather than listing all participants in efforts to highlight successes but also to
expose failures. The recommendations of Enders (2013) were adapted below to describe design
elements of an effective leaderboard within a typical educational environment. To this end, the
designer should:
Display the behaviours and activities that are most important to reaching programme
goals.
Create different leaderboards for overall tasks, and for individual tasks.
Use multiple leaderboards if different classes, schools, institutions or zones are
participating.
Incorporate the ability to search for players to view individual performers and to compare
progress with other players.
Allow participants to create their own leaderboard for consenting participants, a circle of
friends, collaborators or for competition.
Clearly communicate the updating frequency for the scoreboard.
Reset the leaderboard at the end of a given time period to give players a fresh start.
A well-designed gamified environment should also aim to develop skills, abilities or cognition
that are directly linked to the topic content and its objectives (Bhasin, 2014) and encourage
learning through fail-safe mechanisms that do not focus on the negative feelings or emotions of
traditional learning (Huang & Soman, 2013). To this end, learners should have timely
constructive feedback, support and repeated opportunities to succeed at gamified tasks.
12
Gamified tasks can be used in a regular classroom setting (TeachThought, 2014) or online
learning / distance education. In an internet based programme, avatars and audio-visual graphics
can be used to promote further engagement. The key to gamifying the environment is not in its
medium, but in the use of artifacts, colour, graphics, facilitating social acceptance, meaningful
challenges and rewards, and wide participation. Gerber (2012) mentioned crowdsourcing as an
effective motivator for a gamified environment to increase competition, widespread
participation, group think, collaboration and collective intelligence.
In an online environment, the use of colour, music, graphics, transitions and video quality will
play a role in motivating and captivating the learner to remain engaged and occupied in the
learning environment. This can include pop-ups of points for correctly engaging in required
activities, for example displaying additional bouts of knowledge, timely submissions of
assignments or discussion posts and simply responding to comments made by others. There can
also be timed intervals for the posting of points, badges, or stamps so learners know when to
expect postings or grading awards. An example of gamified online environment is seen on
visiting the website for the Gamification Company. On reaching the site, the guest is rewarded
points for engaging in a desired behaviour which is: to visit the website. Guests are encouraged
to sign in to earn more rewards (GCO, 2014). Screenshots below show the pop-up rewards at the
bottom right hand side of the image; and encourage earning free tickets/more rewards.
13
Figure 1 Demonstrates the Use of Points in an Online Environment. See points on bottom right hand corner of the image
Figure 2 Demonstrates the motivation element in encouraging incremental and desired behaviours
In brick and mortar learning institutions, gamification can be introduced to encourage learning
on a larger scale. For example, the entire student level of students in a Class 4 can participate in
the gamified environment or perhaps a section of Class 4 students across an entire country or
school zone. Alternatively, the technique can also be used in blended learning where sections of
the learning are done in an online environment. To this end, researchers (Enders, 2013; Gerber,
2012; Huang & Soman, 2013) have provided similar steps in achieving a gamified environment.
14
Phase 1
Phase 2
Structure the programme using goals and milestones to mark specific levels/goal attainment
Identify resources and areas for gamifying eg. rewards, specific content for alignment with gameplay, and ways of measuring, assesssing or evaluating progress
Create feedback loops for guidance, coaching and collaborating
Create feedback loops to keep player informed of their progress and of specific goal achievements
Phase 3
Enders (2013) has revealed that challenges for its implementation can be reduced as gamification
characteristics and design techniques facilitate ease of application and use in any environment.
Thus, within a gamified project,
Its implementation may simply be a collection of tasks associated with points or some
other type of reward;
Losing is not always possible as the aim is to motivate people to take some action to do
something;
Implementation can be relatively cheap; and
Game-like features can be added without too many changes to existing content.
Some suggestions for implementations in my Barbados educational school system are listed
below:
As bonus marks for secondary level students who can take their gamified points to the
end of year promotional exams for inclusion with examination results.
For secondary level, tertiary or vocational level learning, students can be encouraged to
participate in a skills programme challenge, in which points are awarded for displaying
certain skills that are applicable to the work environment. For example, students will earn
points throughout the school for altruistic behaviours, customer service, interpersonal
skills, communication skills, research, punctuality, etc.
At primary level education, points can be earned between the class one and class four
levels (approx. ages 8 to 11) to be carried over to the common entrance examinations
rather than relying on the grades of the single secondary entrance exam. So children can
have math points, composition points, etc. and those papers or progress may be submitted
for review within the examinations section of the Education Ministry.
16
Alternatively, suggestions for inclusion into my public sector, training, work environment are
also made for human resource development matters or performance improvement. For example,
a gamified environment can be set up for an inter-departmental mini-competition where sections
compete for a quarterly prize (e.g. One free work hour at Christmastime; or a special nonexpensive treat from the losing team/s). Areas of assessment for each section/team will be for
collective punctuality, lowest level of absenteeism, or demonstrations of organisational
citizenship behaviours which may be in the form of completing tasks that are not within the
sphere of regular duties, but have crept into the operations of a particular individual or section.
The reward may be given to the individual or his/her section at the end of the quarter.
Investment in time
The design of gamification can be time-consuming. The designer has to ensure that the design is
effective and incorporates the necessary elements aimed for motivating players, engaging them
with the content, and challenging them to surpass learning obstacles as well as sustaining interest
in learning and in the game (Wharton School of the University of Pennsylvania, 2014). The
designer also has to ensure that transparent operations are in place to reduce ambiguities or
discrepancies in measurements, assessments and evaluations. However, as long as the curriculum
is clearly and skilfully designed, then the incorporation of gamification strategies should be
aligned with the goals, aims, assessments and desired outcomes.
17
Motivational Elements
Additionally, the environment must provide repeated opportunities for learning through failures,
coupled with constructive support. The focus on assigning points and the scoring system must be
aligned with goals and aims to avoid criticisms of over-focusing on the reward. This according to
Gerber (2012), prevents the development of intrinsic behaviours in learning; or creates a thin line
between intrinsic and extrinsic values (Mccoy, 2012). To prevent the reduction in intrinsic
behaviours, Mccoy (2012) further suggested that participants should have existing motivators,
within the learning environment. Thus, gaming would be a bonus mechanism for engagement,
focus and ultimate successful completion of programmes or attainment of desirable outcomes.
Research Areas
Researchers have indicated that areas or programmes of high informational content are apt for
gamification. Thus subjects such as history, biology, social studies, chemistry, English, which
have lots of information can be gamified to improve the likelihood of successful completion and
engagement. Researchers Morris, Croker, Zimmerman, Gill, & Romig (2013) indicated that
although there has been implementation in few schools, there are no data to evaluate its
efficacy. Research is therefore needed in this area to assess its benefits and effectiveness within
the educational community. This can be achieved through a pilot programme, using strict
research practices to enable generalisation, reliability and validity of findings.
External Support
18
Technical Support
If the environment is situated online, designers will need the assistance of programmers and
website developers to assist in creating an appealing audio-visual learning platform. This aspect
of learning can increase costs for design, maintenance, supervision and online support for
feedback, grading and other awards as facilitators will be required to constantly review the
progress of participants.
Conclusion
Gamification is not a new strategy, but trend watchers have reached a consensus that it will soon
reach its pinnacle for acceptance and inclusion in many learning and training institutions within
the next 2 to 5 years. The idea of introducing play and game mechanics into learning is age-old
but trend watchers show consensus that gamification will reach its pinnacle for acceptance in the
educational field within the next two to five years, with much awareness raised in this current
year. Its success may also be used to gain acceptance for game-based learning which means that
corporate and commercial entities will push for its successful implementation in new
environments. Scholarly research, literature reviews, webquests and the rapid adoption of the
strategy in the business environment shows the trend that is in favour of gamification. Thus, it
has great potential to be one of the top trends in learning and education environments aimed at
attracting learners, increasing motivation and promoting engagement. Of all the trends reviewed,
19
20
21
22
As with any instructional tool or instructional technology, the instructor must be skilled
determining the best environments or areas for use to effect learning. Gamification is not about
the points or rewards, but its chief goal is in motivating the learner/participant to improve their
performance or change their behaviour to achieve desired goals. Additionally, it gives the
participant the opportunity to display knowledge and competencies. To this end, the strategy can
have tremendous potential in any learning environment whether classroom, online or training.
The requirements for this assignment entailed the research of a new trend in Instructional
Design, Technology or Distance Education. This overarching requirement presented the first
major challenge to completion. The search for a new trend first entailed the selection of an area
of choice from among these three arms of the instructional design field. I chose the area of
Instructional Technology but in my research and as I started writing, the links between the two
fields became increasingly apparent. To this end, I can more knowledgeably and confidently say
that based on my research, the instructional design field encompasses the use of new and existing
23
24
27