Week 3
Essential Question: What is the difference between Gaming and Gamification and why does it matter?
According to Dr. Michael Garbade (2018), “gaming, a common phrase in the digital entertainment industry, refers to the running or playing of video games on game consoles.” Gaming has become a fundamental part of American culture. “Over 164 million adults in the United States play video games and three-quarters of all Americans have at least one gamer in their household” (2019 Essential Facts, 2019).
Since gaming has become such a popular form of entertainment worldwide, it makes sense that we weave it into school. “Gamification looks at how the game ideologies and elements are applied in non-game frameworks to achieve certain results and promote desired behaviors” (Garbade, 2018). Specifically, gamification integrates game characteristics with content to drive learning outcomes. Gamification allows us to “overlay our course content with aspects of gaming - challenge, mastery, story, and choice - that motivate and inspire our students toward action” (Matera, 2015, p. 21).
It is important that we understand the distinction between gaming and gamification because while giving our students time to play games in the classroom may be fun, it is not the same as gamification which can motivate students to love learning. “It can show them the ways that education can be a joyful experience, and the blurring of boundaries between informal and formal learning can inspire students to learn in lifewide, lifelong, and lifedeep ways” (Lee and Hammer, n.d.).
Resources:
2019 Essential Facts About the Computer and Video Game Industry. (2019, August 19). Retrieved May 31, 2020, from https://www.theesa.com/esa-research/2019-essential-facts-about-the-computer-and-video-game-industry/
Garbade, M. (2018, October 13). Games, Gaming, and Gamification: Know the differences. Retrieved May 31, 2020, from https://medium.com/swlh/games-gaming-and-gamification-know-the-differences-d48890dc026c
Lee, J. J., & Hammer, J. (n.d.). Gamification in Education: What, How, Why Bother? Retrieved May 30, 2020, from http://www.gameprof.com/wp-content/uploads/2013/03/AEQ-Lee-Hammer-2011.pdf
Matera, M. (2015). Explore Like A Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich, and Elevate Your Learners. San Diego, CA, CA: Dave Burgess Consulting.
According to Dr. Michael Garbade (2018), “gaming, a common phrase in the digital entertainment industry, refers to the running or playing of video games on game consoles.” Gaming has become a fundamental part of American culture. “Over 164 million adults in the United States play video games and three-quarters of all Americans have at least one gamer in their household” (2019 Essential Facts, 2019).
Since gaming has become such a popular form of entertainment worldwide, it makes sense that we weave it into school. “Gamification looks at how the game ideologies and elements are applied in non-game frameworks to achieve certain results and promote desired behaviors” (Garbade, 2018). Specifically, gamification integrates game characteristics with content to drive learning outcomes. Gamification allows us to “overlay our course content with aspects of gaming - challenge, mastery, story, and choice - that motivate and inspire our students toward action” (Matera, 2015, p. 21).
It is important that we understand the distinction between gaming and gamification because while giving our students time to play games in the classroom may be fun, it is not the same as gamification which can motivate students to love learning. “It can show them the ways that education can be a joyful experience, and the blurring of boundaries between informal and formal learning can inspire students to learn in lifewide, lifelong, and lifedeep ways” (Lee and Hammer, n.d.).
Resources:
2019 Essential Facts About the Computer and Video Game Industry. (2019, August 19). Retrieved May 31, 2020, from https://www.theesa.com/esa-research/2019-essential-facts-about-the-computer-and-video-game-industry/
Garbade, M. (2018, October 13). Games, Gaming, and Gamification: Know the differences. Retrieved May 31, 2020, from https://medium.com/swlh/games-gaming-and-gamification-know-the-differences-d48890dc026c
Lee, J. J., & Hammer, J. (n.d.). Gamification in Education: What, How, Why Bother? Retrieved May 30, 2020, from http://www.gameprof.com/wp-content/uploads/2013/03/AEQ-Lee-Hammer-2011.pdf
Matera, M. (2015). Explore Like A Pirate: Gamification and Game-Inspired Course Design to Engage, Enrich, and Elevate Your Learners. San Diego, CA, CA: Dave Burgess Consulting.
I agree with you statement that "playing games may be fun in classrooms, but gamification is more. Well said.
ReplyDeleteAnd that is what we are hoping for with gamification in education. Good blog.
ReplyDelete