Adding gaming and gamification to instructional design: notes and more from last week’s Future Trends Forum

Bryan Alexander 2021-05-12

How can we use games and gamification in teaching and learning?

Last week professor Karl Kapp joined the Future Trends Forum to explore this subject. The conversation took off quickly as Karl raised ideas and the Forum community hurled questions.

Forum_Karl Kapp_Julie__Roxann

Screen grab by Roxann Riskin. I was looking unusually serious at that moment.

I was especially struck by how many resources everyone shared, and wanted to echo them here.

To begin with, before the session started Dan LaSota shared a short Twitter exchange about a vulcanology game:

Here's a better look at a few more components of it. pic.twitter.com/yLT34wsQrF

— Shayla ❄🐔🎨 commissions closed (@BirdNinjaArt) May 5, 2021

 

Professor Kapp shared his The “Unofficial, Unauthorized History of Learning Games”​ Video Series and his L&D Easter Eggs newsletter, both on LinkedIn.  He also pointed out his Zombie Instructional Design Apocalypse card game.

Then more and more specific recommendations came up:

While these discussions occurred within the Shindig environment, more took place on Twitter. Dan LaSota kept on tweeting, issuing several useful tweets during the session:

One tip for would be EDU game designers: play lots of games and note which game mechanics, rules or ways of doing things sparks your interest, and see how you can use these methods in an EDU game for your students.#FTTE

— Dan LaSota (@DanLaSota) May 6, 2021

I look at gamification as the process of wrapping up inherently boring processes with a thin layer of false promises of "fun".

Gaming is actually doing fun stuff. And learning along the way.#FTTE

— Dan LaSota (@DanLaSota) May 6, 2021

Sam Barnett replied:

Example: Super Mario Effect

— Sam Barnett (@SamRBarnett) May 6, 2021

Ben Rifkin responded:

About #gamification in learning #FTTE: if we posit that the best learning outcomes come from sustained instructional sequences & sustained time on task, then #gamification gives incentives to persist from year to year and incentives to motivate engagement with the learning task. pic.twitter.com/ERa0KHlu9f

— Ben Rifkin (@benrifkin) May 6, 2021

 

It was a busy hour!

So busy that there were also outstanding questions we didn’t get to, which I wanted to relay:

Jesse H Kemp: In general do you prefer cooperative or competitive games and why?

Neil Fung: How do current trends in video games or popular video games influence instructional game design?

Andrew Peterson: I hear a lot about board games and electronic games, but it seems like there’s a strong history in role-playing in the classroom. Does that just fit into the same mix?

Elliot Jordan: For Instructional Design students, do you recommend learning game engines first or finding learning problems and gaps that can use gamification?

Daniel Jordan: One of the ways we’re trying to encourage our faculty to implement gaming strategies at Saint Leo is through the creation of a faculty leaderboard that is linked to professional development. Thoughts on this and how to make it most effective?

Jesse H Kemp: Do you think we would get a quicker buy-in if we used simulation opposed to game? Is the terminology a hinderance?

Tom Haymes also asked about the value of extrinsic rewards for learning in game structures, pointing out that in a very recent Forum Alfie Kohn had argued such rewards were useless for education.

Here’s the full recording of the session:

If you’re interested in more upcoming discussions about gaming and education, check out our June gaming session with the Penn State designers of the What The Deck game. If you’d like to check out previous Forum conversations about the topic, head to our archive.

Got more resources to share? Would you like answering those outstanding questions, or posing some of your own?  The comment box awaits your next move!