The first time I taught English as a Second Language (ESL),
one of my fellow instructors was writing a dissertation on gamification. My immediate reaction to turning learning for
adults into a game was not so positive (learning should be serious, right?!). But as I listened to her theories and watched
her students learn faster than mine did, I became intrigued.
What is gamification?
Wikipedia
defines it as “the introduction
of game elements in a non-game situation.”
In other words, instructors turn exercises into games to encourage
participation and essentially hide the learning aspect of the exercise.
Why does it work? It’s
fun! People get more relaxed focusing on
the game part of the exercise, creating mental space for the learning to
occur. For some students, it feeds their
sense of competition, which enhances motivation for learning. Most importantly, it works with (rather than
against) the neuroscience of the brain. “What
fires together, wires together.” Repetition
strengthens the neural connections in the brain, and gamification provides a non-boring
way to practice repetition. Finally, the
game can generate a lot of laughter, which has additional neuroscience benefits
for learning.
What does gamification look like? Here’s the game I designed for that ESL
class: practicing tenses for the verb “to
be” using dice. The set-up for the game:
·
Two dice
·
Two columns on the board: one column lists six pronouns (I, you,
he/she/it, we, you, they); the other column lists tenses (past, present,
future, past, present, future)
Going in turns, each student rolls both dice. The number of each die facing up tells the
student what they need to say (die 1 = 3, die 2 = 4: “he was”).
The beauty of the game is its unpredictability, and the students can go
at whatever pace they’re comfortable with.
Depending on the competitiveness of the students, you can choose to keep
score (or not).
OK, so I was sold on gamification. In the classroom. But does it work for online learning?
Popular Science magazine recently
reviewed a variety of gamified learning apps that incorporate principles of
online games to serious topics. The
major benefit appears to be the dopamine hit the student gets from playing the
learning game, which encourages continued use (and, therefore, continued
learning). I encourage you to go read
the Popular Science article in full, but
here is a sample of the apps they reviewed:
·
Duolingo
is a prime example of gamification. The
app applauds you for every correct answer (feel that “ping” of pleasure in your
brain?!), and gently (but persistently) nudges you to take the next step if you
start slacking off on the lessons. The
app’s humorous nudges have created an entire meme library (e.g., It’s simple.
Spanish or vanish.)
·
eQuoo
seeks to teach emotional intelligence (EQ) through choose-your-own-adventure
games.
·
World
Citizen teaches world geography through quizzes and competition with
others.
·
Yousician,
which has been compared to the video game Guitar Hero, helps you learn
to play an instrument (guitar, piano, ukulele) by simulating a real performance
scenario.
Suggestions for incorporating gamification into your
curriculum can be found here,
here,
and here.
May the best player/learner win!