Professor Cliff Lampe Talks About Gamification in Academia (Video)
Professor Lampe is using gamification in his 200-student lecture classes to make them more interesting. He says big-class lectures can often be as boring for the professor as they are for the students. A little bit of game-type action can spice things up and make classes more interesting. Near the end of the video he points out that gamification is becoming popular for employee training in private enterprise, so why not use the concept in universities and other educational institutions?
Because flunking people who don't care about learning is preferable to pandering to them?
[Sir Garlon] is the marvellest knight that is now living, for he destroyeth many good knights, for he goeth invisible.
It's no longer fun once someone forces you to do it. Then it just becomes insulting. Doubly so if you already know what they're trying to convey and will be penalized for poor performance at the game despite mastery of the material.
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Honestly, if I'm paying $500 - $1000 *per lecture*, I'm going to sit and pay attention no matter how boring the material or the professor is. I realize that some professors or subjects are dull beyond comprehension, but you're actually *paying* to be there so sit up and listen. Get a good night's rest, read the material before coming to class, engage yourself in the discussion (or if there is no discussion, engage yourself in an internal discussion with questions).... no need to dress up like cartoon characters to make the class interesting like we're teaching 3rd graders with uncontrollable ADD. This is college. These are (ostensibly) adults. Give me a break.
It's not just you. From The Simpsons season 3:
If the Simpsons were making fun of your idea 20 years ago, you might not want to build a career on it.
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Compare a course where you would retain 30% of the content with a course where you would retain 70% of the same content: which would you choose?
Everyone whining about "pandering to the unmotivated" is missing the point: the current class/lecture model started over a thousand years ago and is not optimized for learning. In this century we now know much more about the neurological underpinnings of how people learn, so it makes sense that we should try to optimize the process.
College (or an online course, or work-related training) should be as effective as possible. Some lecturers have this figured out, but most don't.
Stanford is considered a hard school not because the material is difficult, but because it's presented in a way that's hard to learn. Only the brightest and most motivated students can thrive in that situation, which helps to build the "best and brightest" reputation. The reputation comes not from quality of education, but difficulty of education.
(Check out the online videos for Probabilistic Graphical Models by Dr. Daphne Koller at Stanford. Alternately, check out her book on the subject. The book is largely unreadable, and the videos are dreadfully obtuse. Her class at Stanford is well known as a weeder.)
One great aspect of the ongoing MOOC revolution is that everyone is competing on an open field. Instructors using more effective techniques will be perceived as better teachers while the "old-school, cannot change, it's always worked for me" crowd will be left in the dust.
Gamification is a technique for more effective teaching.
And it is not really relevant here as we are specifically talking about engagement and grading. It does not matter if students are paying attention to a teacher or box. The key is that student engagement is the issue. Likewise, it does not matter whether grade are added up, or awarded based on tests, or level completed. What matter is that students are graded based on the content and skills they can demonstrate, not how they can manipulate the system to earn points.
This is where the games come it. They can hold the attention of the student. But a game is something that is an adversarial process, where information is held back, and must be unlocked by completed often unrelated tasks. The experience of the student in that a game is often separated from the knowledge and skill is exactly what causes it be difficult to use. For instance, I once used a game that was developed by people who were very smart and very familiar with teaching, learning, children, and assessment. Points were added and levels gained as the student when through the process. Some motivated students did very well. But many students just played the game to win, that is simply figured out what the game rules were, played by those rules, and then exited without significant learning.
Which is why simply saying that counting up, that rewarding the class for success, that being positive and engaging student self esteeem, is not sufficient and has not been sufficient since these things were in wide use 50 years ago, 100 years ago, I mean maybe even 10000 years ago. And what we are talking about is not educating a elite, but educating everyone. And to do that a wide array of methods must be used, not just the favorite or the one currently in fashion.
"She's a scientist and a lesbian. She's not going to let it slide." Orphan Black