Thursday, 14 March 2019

Playing games

Higher Education has been slow to embrace a technique and concept used extensively by corporate educators, many employers, social media and sport - gamification. (click on the link to provide a full explanation in the context of the undergraduate degree).

PICTURE COURTESY OF COOLDESIGN AT FREEDIGITALPHOTOS.NET

Key concepts in gamification are:
  • The sense of competition - we love to win;
  • Risk and Uncertainty - the unknown - not everything can be controlled by an algorithm;
  • Opportunity to put lessons to use (feedback plus repetition)
  • Complexity - just like real life, and
  • Reward - Normally the warm glow of a job well done...but virtual badges and icons seem to work reasonably well too.
Oh, and another vital couple of ingredients:
  • Imagination from the tutor and the students, and
  • Risk (again) - but this time on the part of the tutor, it's so much easier to conform to traditional lecture and seminar formats.
So, what's stopping you?


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