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Olimpius Istrate
Abstract
Sometimes, involving students in educational activities can be a challenge, especially when
they lack motivation for learning, when they have gaps in preparation, when the results of the
proposed exercise do not seem to be immediately applicable or when the topic addressed does
not correspond to any need already acknowledged by the student. Although the ideal is a
participation sustained by intrinsic motivation, by awareness of the usefulness of learning
acquisitions, by the undertaking of a long-term effort towards knowledge and exploration, there
are situations in which the integration of ludic elements is necessary and contributes to raising
interest, revitalizing openess and motivation for learning. In addition, well designed games
contribute to achieving learning goals and building skills for life. The article is looking upon the
influence of gamification in formal education, trying to depict the effective ways and the
conditions for integration of ludic activities into classroom teaching.
1 Introduction
Digital games and social networks are familiar to students, being a significant part of their day-to-
day activities. However, although they are the "digital generation", studies show that they do not
have the exercise of learning by using the new technologies and the ability to use digital resources
as tools of intellectual work (Šorgo et al., 2017; Bennett, 2008). These are formed over time, and
it is the role of the teacher to reveal to students the usefulness of the discipline-specific tools that
will be part of their professional, social, cultural activity – online dictionaries, digital maps, virtual
thematic communities, news feeds, online courses, e-books, multimedia editing software, virtual
labs, simulators, etc. Furthermore, the expectations of digital natives in school are different; the
learning space should be more open to the real world and provide them with resources and
opportunities similar to those in their horizons of action, nowadays and in the near future.
(1) Designing a learning activity requires more time as it is more creative and unconventional. In
other words, it is unlikely that a teacher will have the time to tackle each specific competence and
content unit through high value added learning activities (beneficial to development of higher order
thinking skills, collaboration, innovation, critical thinking, problem solving, communication, for
attitudes and values), especially when school curriculum is loaded.
Learning activities in the form of digital games can be a handy solution, as these usually provide
the framework and conditions under which activities can be designed, deployed and evaluated:
• templates and examples,
• predefined modes for interactions between student-content, pupil-student, student-teacher,
• tools for assessing performance, for time measurement and for immediate feedback.
(2) On the other hand, carrying out a complex activity in the class takes a longer time – for
organization, activity itself, evaluation and capitalization.
(3) There are learning contents that are less suitable for a direct ludic approach, regardless of the
cognitive capacities involved in the activity - the multiplication table (memorising, understanding the
algorithm/ logic of progression), the analysis of literary text (memorising the algorithm/ stages,
application in new situations, identifying particular situations, practice etc.) - but any content can be
"packed" into a game, even as a pretext or as a peripheral activity of the game.
(4) When we include a ludic learning activity, especially in digital form, we must consider the
availability of the class for such an approach and the ability of the students to look at it as a sequence
of the education process. Although very rarely, it may happen that the play-way method does not
"work" – the game can sometimes remain at the distractor level, consuming more time than expected,
taking unexpected turns that limit or make it impossible to be used for educational purposes.
(5) The role of games is not always obvious to everyone – there may be situations where fellow
teachers, school principal, parents, or students themselves challenge the use of games within lessons.
These external factors of influence are not to be neglected, favouring or hindering the educational
functions of unconventional methods. Furthermore, particular conditions such as access to computers
and Internet in school, technical support and space available for games, the degree of familiarization
of (all) students with ICT tools are to be considered.
In the literature dealing with the theme of "serious games", the most monetized design principles
of games for educational contexts are visual status, social engagement, freedom of choice, freedom to
fail and rapid feedback (Dicheva at al., 2015). To these, there are some principles to be added that are
rarely mentioned, because of their generally applicable character and their large use in the curriculum
design process: educational purpose and personalisation of learning. Game-specific "mechanics" are
an additional factor for motivation, being mainly a tool for recognition and celebration: points (for
reaching goals, participation, contributions etc.), badges (for participation, for contributions, for
purchases, for performance etc.), levels (successive degrees of difficulty) and rankings.
How can we actually translate a learning path into a playful experience? The step suite
below is just a suggestion. Ideally, the design starts with setting the goals and thinking about the most
The 12th International Conference on Virtual Learning ICVL 2017 279
appropriate instructional strategy, but you can start from designing the evaluation or from a particular
piece of content, which can be an event or an example previously given by a student (the trigger).
1. For a specific lesson you choose, review the curriculum standards and choose your theme.
2. Set the instructional objectives – what do you want pupils to have as learning acquisitions and
at what level.
3. Explore the possible applications of the themes. For example, for electric current:
electromagnetic crane, hydroelectric generator alternator. You can choose examples of applications
from the students' immediate horizon. You may find a lot of resources on the Internet: short films,
pictures, conceptual maps, news, recent breakthroughs in the field. Of these, choose the most
relevant, given the objectives you have proposed and the time available.
4. Depending on the learning objectives and the chosen applications, transform the learning
content into a chain of "challenges" for students. What concrete questions should the student be able
to answer or what tasks should be able to meet so that we consider each instructional objective
achieved? You will actually get a training map, or an ”operationalized curriculum”.
5. Depending on the learning time available, transpose one or more tasks into a game-type format,
using some of the gamification principles and game-specific mechanics.
6. To the resulted activity suite (partially conventional activities, partially game-like), add
moments such as gaining attention, presenting objectives, recall of prior learning, general
presentation or introduction of content elements, providing learning guidance and feedback,
assessing performance, enhance retention by summarising the key elements of the lesson/ game.
These can also be approached in a playful form and within the chosen theme – e.g., the teacher can
play the role of one of the characters, providing feedback as the game develops.
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