Gamification for Education Reform
Transcript of Gamification for Education Reform
Gamification for Education Reform
Dennis Ramirez; Kurt Squire
Academics have an uneasy relationship gamification. On the one
hand, as Ian Bogost (this volume) points out in “Why
Gamification Is Bullshit,” gamification is basically a
marketing-driven concept designed to commodify the intellectual
and social capital of a popular art form. Gamification sells
services for consultants and provides business managers easy
solutions to the complex issues of confronting a digital,
participatory age. As Bogost suggests, it may be the -
ification that is the most troublesome; suggesting that a
medium and / or art form could be reduced to a simple formula
to be reapplied across contexts if grossly naive, if not
idiotic. To understand the silliness, imagine someone peddling
televisionication or filmification of business.
At the same time, dismissing gamification out of hand is a
mistake. Games exert tremendous social and cultural influence,
including how we orient to media. The rapid spread of online
identities, reputation systems, badges, virtual currencies, and
reward progressions suggests that participant structures
originating (at least to a degree) from games are having broad
impact (see Farmer, this volume). Indeed, if one were to adopt
a descriptive (possibly critical) stance toward late
capitalism, gamification might be a particularly apt
descriptor. Gamification captures how social institutions are
restructuring themselves in a “gamelike” manner, acknowledging
consumer agency (appropriate for an attention economy), and
creating participant structures with explicitly detailed
mechanisms for increased formal participation Rey (this
volume). This perspective of gamification as “the frontier of
social engineering in late capitalism” is one foreseen by game
developers such as Raph Koster, who anticipated this
development and described his work (and in particular that of
the MUD-Dev community) as the experimental petri dish for 21st
century social thought.
Gamification means many different things, to many people.
For the purposes of this chapter, we use the commonly accepted
definition that gamification is the use of game design elements
in non-game contexts (Deterding & Walz this volume). We focus
on four overlapping design features employed in gamification:
Narrative structures, quests and challenges, point systems, and
achievements. Although we do not focus explicitly on designing
games for learning or impact here (our main research and
development activity), the design challenge of gamification and
the design of learning games actually share many features. A
common approach to designing games for learning is to create a
simulation of a phenomenon and then give it “roles and goals”
(Edelson, 2002; Norton, 2005). We might consider overarching
narrative structures and quests roles, while point systems and
achievements are examples of goals. These design features can,
and often are, used to good effect in games for learning or
impact.
However, a second, very important critique to emerge on
existing gamification efforts is how they co-opt individuals’
behavior toward the purpose toward organizations that not only
disregard, but often exploit their interests. Chris Franklin in
the Errant Signal Youtube series offers the following critique
(which is notably directed to an audience of gamers).
The point of gamification is to exploit instinctive
human reactions to basic stimuli in order to get you
to do something you otherwise wouldn’t do. It
utilizes collecting and hording impulses by providing
you a list of badges to complete. It gives you
skinner boxes and experience bars and leveling up
mechanics in order to make you feel more productive.
It creates a positive feedback loop where every
action you take to the benefit of the systems’ owners
grants you more rewards. It then compounds all of
those features with the need for social recognition
or praise by making these badges and levels viewable
to everyone establishing a social hierarchy that
reinforces the behaviors they are looking to promote.
The idea is you take that whole sordid mess of
constructs and superglue them onto an established
system that you want to encourage interaction with.
So users start collecting badges and leveling up in
order to make their EP (experience points) feel
bigger amongst the other players, while the person
who owns the system starts benefiting either through
ad revenue, increased productivity, or whatever.
Franklin’s critique describes gamification as cultural and
economic hegemony, a tool created by the ruling capitalist
elite to ensure that participants feed the capitalist system
(cf. Apple, 1981).
As Franklin acknowledges, gamification structures make
gamers feel more productive, which, as Linderoth (2009; 2010)
argues, can be an illusion. Linderoth argues that many games
balance graduated complexity by increasing the power of player
tools and skills, rather than requiring players to be more
adept in the game space. Many of today’s games, due to a
desire to be more accessible, may be selling players the
illusion of depth, complexity, or learning, rather than
designing experiences in which players learn. Elsewhere, we
have argued for educational games as one domain in which
hardcore mechanics may have particular value (see “In defense
of the hardcore” in Squire, 2010). However, Juul (2012)
distinguishes between traditional and casual gaming audiences,
observing that depth, complexity and learning frequently are
features of so-called casual games, and accessibility need not
inherently be at odds with complexity.
Either way, providing players a feeling of progress is not
inherently bad, and perhaps even is a core psychological need
to be leveraged. People crave feedback, and enjoy opportunities
to visualize progress. When done correctly, the design
techniques that we call gamification (which recall come from
games themselves) can be enormously engaging for their players.
Employing these techniques artfully could (in theory) put
players in much greater control of their learning, and even
provide opportunities for critical reflection on how their
action relates to institutional structures and goals.
We share Franklin’s concern that in most cases,
gamification is little more than a cynical application of
behaviorist and other psychological principles toward driving
consumption. Gamification as it’s typically done -- and we’ll
use its application on Sears’ website as of this writing as a
classic example -- provides nothing for the user other than
superficial award “points”, while providing companies
tremendous value. Critiques of gamification -- particularly
when emanating indigenously from gaming communities -- can be a
powerful form of resistance to the co-optation of gaming
practices by such institutions. Indeed, it is worth remembering
that many game design techniques (particularly those from the
virtual worlds literature) are rooted in academic computing and
grassroots gaming communities such as MUD-DEV (see Bartle,
1996; 2002).
However, as educators, we are always designers of social
systems (more precisely, co-designers along with their
participants). Designing participant and reward structures is
inescapable. All institutions (from schools to businesses) have
formal and informal rules -- or participant structures -- that
shape activity (e.g Lave & Wenger, 1991; Wenger, 1998). We can,
if we choose, not have formal rules such as grades or
attendance policies, but such policies themselves are rules.
However, informal rules (often emergent from social
interaction) will always remain. Informal rules also confer
power and status, legitimize and delegitimize activity, and
enable the work of living in groups of people will form. In
short, whether we are researchers, designers, or simply actors,
we are always engaged in the design of social systems.
For decades, educators have tackled redesigning social
institutions using game techniques so a to make them more just,
participatory, and responsive to users’ needs. Many educators’
interest in gamification techniques for learning goes back to
dissatisfaction with how grades and accreditation systems work
in schools. The typical course-based learning structure
deployed in schools holds time constant (we all start and end
at the same time), but then lets achievement vary (Reigeluth,
1996). Why not insist on standards of excellence, and allow
time to completion to vary? Mainstream educators’ frustration
with contemporary assessment has driven them toward badges as
an alternative method for assessing learning, one that could
decouple the function of accreditation from courses, tests, and
schools (Joseph, 2012). In her Presidential keynote address
“The End of Testing,” leading assessment expert Eva Baker
(2007) challenged educators to reconceptualize their practice
from one of “test making” to one of accomplishment
credentialing:
My image of a qualification is validated accomplishment,
obtained inside or outside school. A qualification means
simply that, at various levels of challenge, a student has
attained a certified, trusted accomplishment … Each
qualification is not a new test, but an integrated
experience with performance requirements. It might look
like a course, or a collection, or a musical or sports
performance.
Barry Joseph (2012) describes how mainstream assessment
experts’ interest in qualification credentialing dovetailed
with James Paul Gee’s (2006) work on games and assessment. Gee
argued that games are the future of assessment because they
demonstrate how assessment can be routine, formative, and an
inherent component of learning (see also Collins & Halverson,
2010 for an expansion on this idea).
Thus, as designers and learning scientists who create
learning systems with important consequences for learners, we
treat issues around gamification techniques as largely
empirical questions: “How are they working? Whose interests are
being served and legitimated? Are they engaging and life
enhancing for participants? How might we improve these
structures so as to make them more just or equitable?”
We argue here for a Pragmatic approach to using game design
techniques in non-game settings (to build on the definition
provided by Deterding and colleagues (2011). As Lee and Hammer
(2011) suggest, one can easily argue for gamification
techniques based for cognitive, emotional, and social reasons.
However, like Deterding et al (2011), we believe that so-called
gamification principles aren’t inherently good or bad. Rather,
we can examine the consequences of their use and determine
their value. We recognize that objects embody values and can be
actors in a system (see Latour, 2005). However, we also that
such designs are always manifested in actual social contexts,
and can only be understood in conversation with encompassing
social structures (such as culture). Indeed, there is decades
of basic research exploring how game structures contradict
those of formal and informal learning spaces (cf. Brown & Cole,
1992, DeVane & Squire, 2011; Squire, 2004).
This chapter examines the application of game design
elements in learning systems (which themselves often include
games), describing the work we’re doing to use game design
elements in the social systems that encompass games. It begins
by describing our general project of socio-cultural learning
theory applied to games, in part to contextualize preceding
work. We then discuss how so-called gamification techniques are
applied “in the wild” with entertainment games to promote
learning, and then finally, how they are currently being
designed into our learning systems. The chapter closes with
reflections on using gamification for social change.
Games as Socially and Culturally Situated Systems
For the past decade digital games have garnered the attention
of educators as sites for studying digital literacies, a medium
of expression, and as potential tools for learning (Bogost,
2010; Gee, 2003; 2005; Prensky, 2001; Squire, 2011;
Steinkuehler, Squire & Barab, 2012). Central to one approach,
which has been called the socially situated approach, is to
view games not as only tools or artifacts, but as socio-
cultural systems in which tools are a key part (Deterding,
2011; Shaffer, Squire, Halverson & Gee, 2006). From this
perspective, games are one element of an activity system that
includes people as actors, broader social and institutional
constraints, and other resources (DeVane & Squire, 2012).
Although games and learning as a field is young and the
participatory logic of game-based learning systems contradicts
those of modern schooling (particularly in the United States,
see Collins & Halverson, 2011; Tyack & Cuban, 1997), projects
such as The 5th Dimension, Quest Atlantis, Surge, and Citizen Science have
demonstrated success working in schools.
Social Learning Theory & Games.
Socio-cultural (or socially situated) learning theory, for the
uninitiated, is a loosely connected family of learning theories
(usually rooted in Vygotsky or Dewey), which argue that
cognition is inseparable from social context. Although the
category “socio-cultural learning theory” combines theorists
from multiple traditions, each shares some common commitments.
A key idea driving this work is that most higher learning occurs
through social interaction, and more specifically, that understanding
occurs first on the external plane, before becoming
internalized (Vygotsky, 1978). Parents, for example, often
structure tasks for their children within what Vygotsky called
the Zone of Proximal Development (or ZPD). ZPD is the zone of
activities that a learner cannot do on her own, but can do with
help. A hallmark of learning within the ZPD is that learning is
organized around a mutually valued task. Through working
together in joint enterprise, the adult (or other more expert
person) gradually hands responsibility for that task over to
the learner. Subsequent work expands this idea, and develops
the notion of cognitive apprenticeships, which is a common process of
modeling, coaching, scaffolding, and fading (Brown, Collins, &
Newman, 1991). Essentially, this is the process by which an
adult first models competent expert behavior, then coaches the
learner through just-in-time feedback, next scaffolds the learner
through supports that enable the learner to work more
independently, and then finally fades away so that the learner
can act independently. Designing these patterns into games is a
hallmark of Cole (2006) and Barab’s (2010) work.
Situated Theory for Games.
Educators also value games’ capacity to situate learners in
complex situations. Situated learning theorists (e.g. Brown,
Collins, & Diguid, 1991), argue that our thinking is not just
shaped by, but constituted through our experience of situations,
including objects, interactions, people, and cultural tools
(language, concepts). Classic examples from cognitive science
include the way that we use tools (spreadsheets or word
processors) to organize thoughts (Pea, 1993), and how these
tools transform thinking. To borrow another, simple example from
Vygotsky, consider how the axe transforms our understanding of
trees or the properties of wood. Not only does it change what
we can know about trees; it changes our conceptions wood as we
create a new conceptual category of wood separate from the
trees (the same might be said of man-made objects such as clay
and brick, wheat and grain, sheep and wool or minerals and
ore). In educational games such as Citizen Science (Filament
Games / GLS), the game positions players as youth seeking to
improve a local watershed through using virtual tools (e.g.
secchi disks, chemistry kits), and arguing with virtual
characters over the causes of eutrophication and over potential
solutions (Gaydos & Squire, 2012). The goal of Citizen Science is
to use vicarious experience to transform how players think
about their natural surroundings, including the use of virtual
tools -- all through inhabiting the role of a youth trying to
change the fate of his local surroundings.
Socio-cultural theory for games.
Games are also situated within game-playing communities, which
offers both an intriguing alternative to classroom learning
models, as they suggest different trajectories of
participation. This work builds on a second branch of socio-
cultural research pertaining to games, which focuses on
learning as participation in social practice. Examples can be
found in multiple fields; socio-linguist James Paul Gee (2003),
for example, discusses the scripts that we follow in
conversations, which both structure interaction and constitute
the context in which performance is evaluated. Becoming a
competent student, lawyer, or game player or developer is about
much more than reciting facts, but being one of these roles,
which entails presenting oneself as a member and being accepted
as a member of other people in these social groups (Gee,
2000/2001). Much work in socio-cultural learning theory with
games examines this process of identity formation, including how
students’ identities are constructed in their home lifeworlds,
how new contexts might be designed for new kinds of identities.
Games, from this perspective, are interesting in that they
might provide new models of social organization, ones that
perhaps meet our students’ needs better than schools. We have
argued for online networks such as Apolyton University (Squire
& Gionvanetto, 2008) as one model built around structures of
cognitive apprenticeship and problem solving rather than
routinized content delivery.
Socially and Situated Critiques of Schooling.
Interest in games in schools is often based on long-held socio-
cultural critiques of schools (c.f. Gee, 2005). A classic
critique (see Lave, 1988), is that knowledge in schools is
primary gathered for exchange value (grades, or perhaps
economic rewards later in life), rather than for pleasure, joy,
fulfillment, or action in the world. Schooling severs knowledge
from the contexts in which it was created or in which it is
used, treating knowledge as commodities to be mastered
(Kirschner & Whitson 1996). Knowledge is conferred by an
authority (usually teachers, but increasingly testing companies
paid by the state), which robs students of opportunities to
develop and test ideas through actions in the world (Lemke,
1992). An implication of this view that we always learn new
information by linking it with past experiences, is that
learners with more direct experiences with academic phenomena
have a leg up on those without them. Learners with rich
experiences with adults who use academic languages have a very
real leg-up in schools compared to those students lacking such
interactions. Perhaps most importantly, children raised in
opportunities in which they can interact with adults who
affiliate with the formal enterprise of schooling have
opportunities to develop identities in relation to the
institution of schooling.
Games as Models of Situated Learning.
Work on socio-cultural learning through games is beyond the
scope of this article, and to some extent, now ingrained in the
field of games and learning. Since Gee (2003) laid out an
argument for games as a model of situated learning theory in
What Video Games Have to Teach Us About Learning and Literacy, the basic
notion that game play regularly produces changes in knowledge,
skills, and attitudes has gained greater acceptance. Further,
Gee’s (2003) 36 game design principles (such as learning by
doing, well ordered problems, and learning through a projective
identity), have been used to designed dozens of games for
learning, although until recently, relatively few examples of
good games for learning existed (see National Academies of
Science, 2009 for a good review).
For the purposes of this chapter, two key ideas require
explication. First is Gee’s (2003) notion of projective
identity. Gee argues that anyone who has discussed Pokemon
(Nintendo 1997), or more recently Skylanders (Activision 2011),
with a game-playing six year old will understand that game play
inspires and produces deep knowledge of semiotic systems. Many
youth develop this knowledge, and even report learning to read
complex texts through Pokemon as a pedagogical system (Sefton-
Greene, 2004). Knowledge of Pokemon is mastered in order to do
work in the world, and as a part of becoming a desirable
identity in game (Pokemon Master), which Gee calls a projective
identity, as well as one within a player’s primary game playing
communities. The robust Pokemon ecology enables players to
develop identities as members of Pokemon playing affinity
groups.
This notion of a projective identity is crucial for
gamification in schools. Schools (outside of extracurriculars)
traditionally offer few identities outside of becoming “the
good student,” which involves mostly reporting back to teachers
information that is presented to them. There are few
opportunities for individuation, becoming expert, or
contributing to society in any meaningful way. Through
gamification, we might set up trajectories for students in
which they become different kinds of people (doctors, lawyers,
activists, and so on, Shaffer, Squire, Halverson, & Gee, 2005).
Game structures might enable students to take on these roles,
and guide students’ transition toward becoming new kinds of
people. From this perspective, gamification is rethinking the
roles and assessment mechanisms in schools to make them more
effective and more democratic.
The preceding section describes a theoretical, rather than
commercial basis for investigating the potential of games for
learning. Many educators using games level the same critiques leveled toward
gamification to schools, and are looking to games as an alternative
metaphor for organizing learning. Minimally, rethinking school
through the lenses of games raises new questions about whose
interests are served, and we believe, if designed and executed
well, are a tool toward broader educational reform. Most
critically, they could provide an alternative credentialing
structure that becomes an “end around” for the monopoly in
schools enjoyed by the testing regime.
Gamification for Learning Through Narratives and Quests
Most educators from this perspective are using games as a
leverage point for systemic change in education and ask, “Can
games change how schools operate?” (as opposed to meet the
traditional goals of schooling more effectively). Thus it is
not enough to identify, describe, and reverse engineer design
principles from games and game communities or design learning
environments based on these principles, but most educators are
deeply interested in investigating the impact of these efforts
on broader social institutions (Cole, 2006; Steinkuehler &
Squire, 2004; Martin & Steinkuehler, 2010). Thus, gamification
becomes not simply a tool for organizations to meet old ends
more effectively, but rather, a tool for transforming
institutions like schools.
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Insert Quest to Learn School here
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Needless to say this is this is challenging work. Twenty years
of learning sciences research describes how innovations are
usually rejected by the system. Ann Brown (1992) developed the
term “lethal mutation” was developed to describe how most
interventions are changed so that they lack and resemblance to
their original design and instantiate the values of
encompassing organizations. However, projects such as 5th
Dimension and Quest Atlantis demonstrate how such programs can be
effective.
Designing Gamified Learning Systems in Informal Spaces: 5th Dimension.
5th Dimension is one of the longest running, and most well
researched “gamification” type learning systems (Cole, 2006).
The 5th Dimension was created in the 1990s as a mechanism for
exploring Cole’s (1996) theory of cultural psychology. Cole’s
theory, in short, is that culture is at the center of cognition
(particularly the kinds of learning that we care about as
educators, such as habits of mind or problem-solving). Thus a
primary goal of educators is to create learning contexts, or
cultures, with good learning values, such as classrooms based
on inquiry or knowledge construction (e.g. Scardamalia &
Bereiter, 2004). A second (related) goal is to create learning
situations in which youth learn through working along with more
expert peers or adults on mutually-valued tasks (or, in other
words in apprentice-like situations, see Brown, Collins, &
Newman, 1991).
In 5th Dimension “clubs” groups of 5-14 youth work through
a maze of quests, which are assigned to them by a fictional
wizard. These quests are presented on task cards, and
frequently are based on a game such as Carmen San Diego, The
Incredible Machine, or Oregon Trail. All learning is situated within
a narrative experience of helping the wizard, rather than
earning grades or points. Adults (usually college students)
play Wizard’s Assistants, who work as mentors for students and
reinforce the values of the clubs (while gaining professional
development experience). This Vygotskian-inspired role is
crucial for organizing activity, and is the mechanism by which
youth engage in academically valued expertise with mentors.
Over 100 research studies, and a major evaluation report
have been conducted on the 5th Dimension, which has been
enacted in sites across the world (Cole, 2006; Mayer, Blanton,
Duran, & Schustack, 1999; Simmons, Blanton, & Greene, 1999).
Evaluation reports show that, through participation in Fifth
Dimension, students develop academic skills that can be used
across a variety of contexts (Blanton, Moorman, Hayes, Warner,
1997; Mayer, Quilici, Moreno, et al., 1997). In a study of the
project’s implementation in after school centers, Nicolopoulou
and Cole (1993) described how game play as an activity is not
purely a function of the game and the player, but is profoundly
shaped by local cultural contexts. Local Fifth Dimension
cultures were a mixture of the designed Fifth Dimension culture
plus the culture of the overlapping institutions. These
emergent, hybridized cultural conditions of each setting might
be described as a local microculture within the broader
culture. It mediates the activities taking place in the
environment, crucially affecting the kinds of learning outcomes
that result.
These results matter for gamification researchers, because
they suggest that game structures may always struggle to truly transform
encompassing social institutions. Meaning, if designers want to use
gamification techniques only to change the user experience of a
product (e.g. airlines rewards programs), or build a product
around a gamification experience (e.g. Foursquare), they might
anticipate success. If designers want to use gamification
techniques to structure learning interactions, they might even
expect to produce gains. However, transforming the very culture
of an institution, even one as seemingly malleable as a Boys &
Girls Club or drop-in Library program has hitherto proved
difficult. Recalling that for cultural psychologists, the
transformation of culture is the core learning goal, we are reminded
that cultural transformation is a daunting task that tools
themselves can rarely accomplish (Engestrom, 1996).
Designing Gamified Learning Systems for Schools: Quest Atlantis.
Subsequent projects, such as Quest Atlantis, have created a
similar metaverse (that of Atlantis), but built around social
commitments such as respect for diversity or creative
expression. Quest Atlantis is a transmedia learning experience
for late elementary school. Although there are also Quest Atlantis
comics, novels, and other media, in Quest Atlantis, learners
primarily access the world of Atlantis through an online portal
(called OTAK), and use it to communicate with citizens of a
lost civilization. The world of Quest Atlantis (including its
quests), are rendered in real-time 3D (first in Active Worlds,
more recently in Unity). Through quests related to these
commitments, they improve life for these citizens. The quests
range from online to offline behaviors, and are usually
certified by a teacher through an online dashboard. Students’
online profile includes features such as an item inventory,
reputation systems, various currencies and so on. Quest Atlantis
is a fascinating example of gamification, in that although it
contains a number of “in game” quests, the majority of its
quests occur offline. Most Quest Atlantis quests are
traditionally-valued academic practices, but are given meaning
through a narrative of the Atlantians, communicated via quests.
These quests, such as a scrapbooking quest (see sidebar 1) are
academic tasks that many teachers already do, but are given
meaning through the Quest Atlantis narrative (Stuckey, 2008).
The questing structure also serves as a motivational metagame
that repositions traditional academic tasks as a new activity
(Barab, Warren, & Ingram-Goble, 2008). Meaning, Quest Atlantis
tries to take isolated exercises such as scrapbooking and give
them meaning through a connection to a broader narrative of the
Quest Atlantis world. Tuzun (2004) describes how students
participating in Quest Atlantis were motivated by identity,
play, immersion, and social relationships, which for some
students, transformed academic activity from reward-based
activity to activity driven by a desire to become new kinds of
people, to play, or to engage in legitimate social activity.
Through its many interactions, designers Barab, Arici, and
Jackson (2005) find that the Quest Atlantis narrative was its
most engaging feature.
--------Insert Sidebar #1 about here ----------
The communities of Atlantis are not always appreciated, and we
are trying to improve that as much as possible. The Council
has asked all of the children of Atlantis to create a scrapbook
of their community so that the communities can be once again
appreciated. There is one small problem: The children do not
know how to make a community scrapbook. We need your help!
Your first task is to decide how your book should look, and
then develop it. When you finish, bring your book in o your
Quest Atlantis Center and show it to a mentor. Also, write a
summary about how you created your book and why you chose to
include the things you did. You can take a photo of the book
and send it to the Council along with your summary.
Your Goal(s):
■ Choose four or more categories to feature in your book.
■ Create your scrapbook.
■ Write a summary about how you created your book and why
you included the things you did.
■ Bring your book and summary to your Quest Atlantis
center.
■ Upload and submit your work.
-------- End Sidebar ------------
Quest Atlantis demonstrates how a gamified learning context can
lead to learning gains across a variety of contexts, in and out
of schools. Although Quest Atlantis goes across most of the
elementary curriculum, much of the research conducted upon it
is on scientific reasoning. Quest Atlantis (like many virtual
worlds) strives to give players an embodied experience of
complex phenomena such as conducting a scientific
investigation. Studies of Quest Atlantis use in classrooms show
that it can improve students’ scientific inquiry, reasoning,
and argumentation skills, along both traditional and
performance measures (c.f. Hickey, Ingram-Noble, & Jameson,
2009). Barab and colleagues describe this process as
“narratizing the curriculum,” which suggests one useful way for
designers to think about gamifying formal curricular
structures. We often think of “narrative wrappers” as little
more than motivational contexts, but such narrative contexts,
if used well, can attune players to new goals and create a
deeper purpose for activity.
Gamification for Learning Through Achievement Systems
The preceding examples illustrate how gamification structures
can promote learning by organizing activity around problem-
solving or creating narrative contexts for learning. Quest
Atlantis includes some traditional “game elements” (i.e. levels
such as Taiga, in which the content is encoded within systems
or worlds, e.g. Squire, 2006), much of Quest Atlantis focuses on
organizing activity outside of games. As educators seek to
create games for learning or broader impact, opportunities
exist to leverage gamification structures in games, and in
conversation with a broader metagame system to improve
learning. The following section asks, “How might we make more
effective use of those game design elements usually exported by
gamification (achievements, badges) within games for learning?”
This section builds on earlier classifications of achievements
(Blair, 2011), by linking design principles culled from the
learning sciences with effective uses of achievements toward the
design of learning systems. Notably, this section is not a structural
analysis of what achievements are (Hamari & Eranti, 2011), nor
a close examination of participation in gamification
structures, such as Jakobsson’s (2011) excellent analysis of
XBox 360 players (which is, interestingly, a look at gamers
responding to the gamification of game play). We analyze how
current designs in badges, achievement systems, and narrative
structures in games in order to to devise the following design
heuristics for using gamification techniques in for learning
(Reigeluth, 1996).
---------- Insert Sidebar 2 about here ------
One of the most sophisticated attempts at “gamifying” education
is Rochester Institute for Technology’s Just Press Play Project
(https://play.rit.edu/). Just Press Play is a game layer
(achievements, quests, profiles, and collectable media)
designed to provide a game layer complementing the
undergraduate experience in RIT’s School of Interactive Games
and Media. The goal of Just Press Play is to use game
technologies to engage students in a playful way with their
educational environment and experiences in a way that can
support learning while also improving students’ experience of
RIT. Notably, Just Press Play currently occurs completely
outside of the formal course structure, as its designers felt
that it was critical that it be voluntary and outside of the
formal curriculum to be truly playful.
Just Press Play achievements can be attained through
course assignments however, and some leverage course
experiences. For example, the Undying Achievement is gained by
all participating players if 90% of the students in the Game Software
Design class pass the course. Historically, the pass rate had
been around 88%, but after initiating the achievement, the pass
rate bumped to about 92%. Interestingly, Undying worked not
because all of a sudden students started studying; rather, as
Lawley and colleagues (2012) report, this achievement led to
the immediate formation of study groups. Upperclass students
advised new students to form study groups, and they formed much
more quickly than in past years.
Evaluation reports of Just Press Play emphasize that it is
working because its designers use it as a tool for
interrogating the undergraduate experience, designing quests
and achievements that are likely to lead to desirable changes,
and empowering students in this process. Other sample quests,
such as visit every professor to gain their collectable card,
attending a social event off-campus, or visiting the gym were
designed based factors known to contribute to success as
detailed in research, advice from former students, or
occasionally data gained from the University.
This last category -- data that the institution has about
students (such as students who swipe their ID card at breakfast
tend to perform better than those who don’t) is a fascinating
tool for educators to embrace data-driven education. Although
most of this information is propreitary and not available to
researchers (or even outside evaluators), most school
administrators can learn a great deal about the behaviors of
the student body, ranging from correlations between GPA and
dining habits to exercise and drop-out rates. Our behaviors are
nudged in different directions every day by marketers, policy
makers, and others (see Thaler & Sunstein, 2008). Tools such
as achievements and badges, if done well, can make these efforts
transparent, and possibly even give students a voice in
designing achievements.
Reflecting on Just Press Play, questions we wrestle with
as educational designers include: How can content production
and roll-out become a routine, smooth part of educational
design when it’s outside of course structures? How can we use
achievements to facilitate multi-generational communication, so
that students from one generation can share their stories,
advice, and professional networks with current students? How
can we empower students to design, develop, and post
achievements for their peers? How can we make this entire
process (including the data driving these decisions)
transparent to students?
------------- End sidebar 2 ---------------
As a caveat, a primary challenge for game developers is how to
use achievements without undermining motivation (see Hecker,
2010). As Hecker wrly observes, the research on intrinsic
motivation is complicated and at times contradictory, but we do
know that at times, rewards can undermine intrinsic motivation.
It may be that intrinsic and extrinsic motivation are largely
emergent phenomenon arising at the intersection of person,
task, and context, and thus there is significant variance in
how people experience such motivation. As design researchers
seeking to transform learning experiences, we argue that
gamification structures can function to promote learning in at
least the following ways (for a similar tact on how badges are
currently being used in education, see Joseph 2012):
● Recording Learning Progress. Achievements serve to indicate
whether or not an action has been completed. By recording
these achievements, however, they become a persistent
history of the user’s involvement with the system. Much
like merit badges awarded to boy scouts, achievements that
reward the completion of a task serves as a record which
is useful for a user to reflect on what they have
accomplished and what they might want to do in the future.
Earning enough points to get to the next level also
provides a sense of having accomplished a goal. Such
achievement systems suggest easy ways that educators might
provide much more detailed learning data than traditional
grades or transcripts. Such a model might also encourage
deviation from current standardized models in which most
students are expected to all accomplish the same tasks in
school, or be measured along the same handful of learning
trajectories (e.g. science, mathematics course sequences).
● Providing feedback on progress: Originally used in Role-Playing
games, experience points are a popular way to provide
feedback on a user’s progress, and provide a mechanism for
communicating with players. Unlike grades, point systems
are built on a growth model for the user, not a deficit,
which is one reason that educators with experience in game
design have gravitated toward experience points in lieu of
grades (Fishman & Aguilar, 2012; Sheldon, 1991). It should
be noted that these experience points are often paired
with some type of level system that implies some sort of
mastery or prowess. In traditional RPGs a player’s attack
may become higher as they level up simulating mastery
through experience, and well executed point system do the
same. For example, social media websites like Reddit or
Digg successfully incorporate this strategy because the
point values imply proficiency such as the ability to find
unique content or contribute to discussion. The same
techniques can be employed for discussion forums, or
contributions via Massively Open Online Courses (MOOCs).
Further, experience points can be weighted so as to both
encourage risk-taking, exploration, or extra practice as
an instructor desires. Many implementations of such
systems in schools decouple these learning tasks from
course timelines, enabling students to learn at their own
pace rather than in lockstep. A key for educators is to
make the values and assumptions behind these systems
transparent, and encourage dialogue about them (something
rarely done in schools now).
● Promoting transparency in assessment: Achievements, with the
exception of secret achievements to promote exploration,
often allow a great deal of transparency when it comes to
how a player completes the achievement. (And in fact, a
subject of discussion at the 2013 Game Developer’s
Conference Achievement Roundtable was how to make even
these achievements more transparent to users, with one
achievement designer declaring, “Secret achievements
sucks” to great applause). We know, from research on
rubrics (see Mabry, 1999), that making assessment criteria
available to students can increase the quality of work,
and learning. Similarly, designing achievements around
such hidden rules can demystify assessment. Indeed, making
informal rules explicit, and making important academic
practices explicit for learners can be a chief
democratizing function of achievements (see sidebar 2).
● Motivating persistence: Not every part of playing a game is
fun. For example, grinding in RPGs has often been cited as
a dull and repetitive process which most people wish they
could fast forward. For this reason, designers use
achievement systems to break up the monotony and encourage
players to push forward. Pokemon addresses this issue by
using the game mechanic of Evolution to reward the player
for their commitment. The game rewards the player with a
more powerful monster and updates their pokedex (their
encyclopedia of Pokemon knowledge) with a new entry,
which, like a badge, serves as a persistent reminder of
the player’s efforts. Thanks to this reward, players are
encouraged to continue the game with the hopes of making
their creature more powerful. Educators have long lamented
that many educational systems (and particularly American
culture) embrace theories of attribution that attribute
achievement to innate talent rather than effort, which
ultimately causes many learners to falsely believe that
they cannot succeed in domains in which they are not
comfortable (Bandura, 1982; Dweck, & Master, 2008; Ryan &
Deci, 2000). Good achievement systems might explicitly
counter these expectations.
● Encouraging Mastery: Achievements that highlight prestige or
skill are useful when motivating a player to not only
continue playing a game, but to master the underlying
mechanic. In the original Metroid (Nintendo 1986) players
were rewarded with multiple endings depending on how fast
the player was able to complete the game as well as how
much of the planet was explored. Only the most skilled
players were presented with the ending that revealed Samus
to be a female. On a similar note, Call of Duty: Modern Warfare
2(Activision 2009) awards emblems to their players for
completing actions that require a great deal of skill
during multiplayer matches. These actions include getting
headshots, saving teammates, and maintaining a high kill
death ratio. The emblem the player unlocks can then be
displayed on the player’s profile indicating mastery to
the community and encouraging others to attempt mastery.
Displays of mastery are core to fandom culture (and an
excellent source of achievements). What constitutes
mastery of a game or system are one of the most time-
honored debates in fan culture, and as educators, we are
mostly still waiting for a game that inspires such
devotion. Similarly, we are waiting for a game so robust
as to produce new practices such as speedruns, which in
Metroid for example, is one way that players distinguish
between expert and competent players.
● Encouraging risk taking. At the GDC 2013 roundtable, Stockton
discussed how many World of Warcraft players have a deep
aversion to PvP and need to be coaxed to even dabble in
battlegrounds. Over time, they have tweaked achievements
to reward smaller and smaller steps toward experimenting
with PvP, so that players can earn achievements for simply
queuing for a battleground. Imagine educators targeting
analogous areas such as mathematics and designing
achievements so as to help students overcome math anxiety,
public speaking, or sharing writing with peers.
● Encouraging exploration of new systems to promote mastery. In Plants Vs.
Zombies (PopCap Games, 2009) achievements, and their
respective badges, can be earned by playing the game in
different ways. For example, one challenge asks a player
to complete a level using nothing but man-eating plants.
While playing the game normally, man-eating plants are not
typically a plant of choice, and may not often be used. In
order to unlock this achievement, players must leave their
comfort zone and learn how to use Chompers effectively.
The key to this structure is presenting the requested
action as a challenge to the player. In education, this
approach could draw attention to a part of the design that
might have been overlooked, or to encourage students to
leave garden paths (simple solutions to complex problems).
Sometimes achievements promoting exploration are presented
once the main objective, or some similar level of
competency, is achieved. This way the exploration of the
space in a new way will not be convoluted with the basics.
● Reframing the game experience to promote reflection. Games such as
Jetpack Joyride (Halfbrick Studios, 2011), a simple side-
scrolling action game, contain simple goals (travel as far
as possible), but then use achievements to communicate
wildly different game goals, which ranging from destroying
scientists to creating “near misses” with lazers.
Similarly, strategy games like Civilization routinely include
achievements for winning through specific strategies, such
as winning through an economic victory or by building only
one city. Notably, this challenge (the One City Challenge)
emanated from game community forums. More radically, games
such as Deus Ex: Human Revolution (Square Enix, 2011), which
rewards players for beating the game without killing
anyone are radical in that they use achievements to
reconceptualize the enter game. As educators, we often
want our students to reflect on the nature of a game as a
representation (McCall, 2012). We want our students to see
games as designed objects that make conceits and
simplifications in representing complex phenomena.
Achievements can reframe the game experience and help
students reflect on how game rules could be different.
Students authoring achievements can also invite
participation in the system.
● Making knowledge more flexible (trying contrasting cases): Achievement
systems can be used a a way to quickly describe a set of
experiences that a learner has acquired over time. The
value of having a flexible achievement system comes from
the ability to collect different achievements without
having to adhere to collecting all of a predetermined set.
By providing a large set of achievements to choose from,
players can compare and contrast their profiles which
draws attention to, and often celebrates, the differences.
In this way, achievements may be in the same way a resume
is in that it lists your achievements and draws attention
to what sets you apart/what makes up your skillset.
● Encouraging collaboration. Collaborative achievements, such as
Just Press Play’s badge for taking a friend to an off-
campus event, can push players toward having new
experiences, expanding their social networks, and engaging
in discussion and reflection. Foursquare’s badges such as
the BFF badge (10 checkins with a friend) are perhaps the
most dramatic example of how gamification can leads people
to create new experiences for others. RIT’s Just Press
Play suggests how educators might leverage these tools,
and hopefully soon, AR systems such as MITAR (MIT
Augmented Reality) engine or ARIS (Augmented Reality and
Interactive Storytelling) engine will enable user authored
badges as well.
● Achievements can be a road map that models for users what experts are / can
do. Much like a technology tree, achievements can be
designed to lay out various competencies required by
professionals (or any socially desired role). A primary
value of such badges is making tacit forms of expertise
explicit. One might imagine (for example), professors
designing badges for graduate students to communicate the
many “unspoken” parts to succeeding in academics (social
networking, professional presentation skills).
● Badges for certifying ongoing professional development. While formal
educational systems are notoriously difficult to change
(Tyack & Cuban, 1984), professional development is almost
wide open, suggesting opportunities for badges to certify
upkeep of skills. Professional training is required in
fields from medicine to information technology, but even
more mundane domains such as driver’s education could
benefit from such badges. Ebay is one model for doing
this. To maintain a flying star ebayers need to keep a
consistent rating based on user reviews. Because it needs
upkeep, (in this case quality has to remain consistent) it
is considered valuable by the community as an example of
competence. Some argue against this approach feeling that
it’s taxing having to keep up an achievement and
introduces a lot of pressure. For example, maintaining a
diamond rating in starcraft, or keeping your kill death
ratio high in call of duty change the way you approach a
match. While, such “hard core” badges may be problematic
in recreation activities, they may have a real role in
education.
The Potential and Challenge of Gamification as
Alternative Accreditation
For many educators, the larger goal of badges is to create an
alternative system of assessment and accreditation. Students
learn skills in formal and informal spaces unrecognized by
institutions of learning. Wikipedia, for example, relies on its
community to edit articles and make sure that content is
accurate. Because the error rates of wikipedia and encyclopedia
britannica are comparable (Giles, 2005), we might infer that
volunteer editors perform at a level similar to professional
editors. Within wikipedia, users are acknowledged and rewarded
for their contributions to the site with banners that they can
place on their user pages. Unfortunately, there does not
currently exist a way to reward users for this expertise
outside of wikipedia. Even if the user is performing at a
professional level, their work may hold little to no weight
when applying to a university program or interviewing for a job
(Ochsner & Martin, 2013). Ideally, badges should serve as an
indicator of expertise to which the user can defer in these
situations.
We might expect gamification to thrive in quickly changing
domains. Computer science has faced a similar problem of
showing expertise without a formal accreditation process, such
as a university course. New technologies are released
constantly, and proficiency in those technologies quickly
become very marketable skills. However, by the time that a
university actually offers a class in said technology, there is
a good chance that skill is obsolete and a new technology has
replaced it. This results in a time when the skill is in
demand, but there is no way to hire someone with traditional
accreditation. This problem has lead to a different way
institutions teach Computer Science. Rather than teaching a
specific language, computer science is more geared to
programming paradigms urging its students to develop skills
that will allow them to learn new languages rather than just
learning one language well. This doesn’t mean that experts
don’t exist, in the meantime, self taught programmers, who have
been working with the technology during the interim, have
become experts, just that there is a need for an alternative
form of accreditation.
In order to meet this gap, developers, like SUN
microsystems and microsoft have created targeted accreditation
systems that anyone can take in order to display expertise.
Individual programmers have also leveraged services like Github
to serve as portfolios. Github is a collaborative coding space
where programmers publish their code to the general public to
view and modify. As a portfolio, github serves as a
persistent, and illustrative, example of a programmer’s skill
as well as an example of how they work collaboratively. It’s
not hard to see how a system of badges can serve a similar
purpose.
Already we’re seeing online learning forums deploying
badges meant to illustrate expertise. Thanks in part to the
success of Kahn Academy, Code Academy, and similar communities,
it now appears that the question is not “Will Gamification be
used for Accreditation?” but rather, “How?” We can learn from
these initial adopters by reflecting on the challenges they
face implementing such systems in the wild. For example, most
“Attendance” badges can be gamed easily because they’re
assigned automatically, triggered by pre-defined rules. Because
of this, a user can earn a badge by simply playing a video
without actually watching it. If we wish to use these badges as
alternative forms of assessment, we must keep in mind what we
can actually infer about the user given the medium. If we
assign a badge for playing a video, we can assume, but cannot
be certain, that the user watched the video. Similarly, if our
goal is to create meaningful achievements, we must be mindful
of not only the ways badges are earned, but also the ways they
can be exploited. Badges that require more from the users are
not immune to exploits either. An example of this can be found
in Kahn Academy’s black hole badge.
The black hole badge was meant to be a reward for
persistence and proficiency requiring the user to spend a great
deal of time on the site completing exercises. Because of it’s
rarity and exclusiveness, a lot of value was placed on
obtaining a black hole badge. However, the difficulty
associated with getting such a badge resulted in the creation
of walkthroughs illustrating ways to game/exploit the system in
order to get the badge efficiently. One such exploit is getting
nine questions in a row right and then missing the last one on
purpose in order to maximize the number of points recieved (see
https://code.google.com/p/khanacademy/issues/detail?id=3083) .
Originally meant to encourage users who were not quite experts,
this point increase instead encouraged students to incorrectly
answer questions they might have gotten correct. If the measure
of proficiency assumes that users who gets all questions
correctly perform better than those who do not, this level of
exploit would undermine that assessment. The badge functioned
perfectly as an external motivator, but unfortunately, at least
in some cases, it lead to the reverse engineering of the system
in order to earn the badge efficiently without having to
actually “Learn” or complete the task in the way it was
intended.
Just because a system can exploited, doesn’t mean it lacks
merit, but just that it may need revision. Games are often
exploited by players wishing to “Min-Max” the system. Min-
Maxing is the process of minimizing undesired experiences or
traits, while maximizing desired outcomes. Min-Maxing is
expected, and it is usually in the interest of the developer to
patch, or fix, the problem if it is detrimental to the desired
experience. Similarly, a well executed attempt at gamification
will continue to refine their approach taking into account how
a user interacts with the game.
In addition to circumventing the system, Jenkins (2012)
cautions that badges, and similar achievements, can also
potentially disrupt organic, existing communities because they
assign value to what the designers feel is important, rather
than what fan communities value. While this is very important
to consider, incorporating player and designer values is not
impossible. Taking examples such as Civilization’s One City
Challenge, the successful incorporation of achievement systems
is an asynchronous conversation between players and designers.
Designers observe players’ activity, see what they value and
how they play games (see also speedruns or headshots), and then
acknowledge these practices in future games. Games are, after
all, both genres of media and modes of interaction, and we
carry over practices from one media experience to the next.
Indeed, one of the most rewarding game experiences as a player
is when a novel action or strategy is tried (such as jumping
off of a cliff in World of Warcraft), and suddenly an achievement
pops up recognizing your accomplishment and creating this kind
of secret conversation between the player and designer. Rather
than being a static artifact, the incorporation of
achievements, especially those that promote mastery or
exploration, creates a dynamic system that continues to
challenge the user.
Another key question confronting educators is whether to
create multiple badge systems (such as a badge system for every
museum or informal learning space), or whether to create a
national network of badges. Using a national network has many
advantages, issuers/educators don’t have to consider whether
they have the infrastructure necessary to keep track of and
host the achievements, and users have the convenience of having
a central repository that catalogs their achievements across a
variety of contexts. In contrast, having multiple systems means
that a user’s achievements are scattered all around the
internet. While those badges may accurately reflect a user’s
expertise, they run the risk of becoming obscure or esoteric
simply because they are harder to share. Unfortunately, an
award has little value if no one knows why it was important in
the first place. Being unable to share your awards efficiently
makes the risk that these achievements will be overlooked more
likely. Open systems aggregate these achievements highlighting
what users have done without having to pull together resources.
Mozilla’s Open Badges project seeks to create an open
standard for badges which enables institutions to host their
own badges, while also being connected to a larger
organization. Mozilla’s open Application Programming Interface
(API) is a free, “open technical standard any organization can
use to create, issue and verify digital badges” (Mozilla,
2013). A museum could, for example, create a badge for
completing a game design workshop which would be displayed
alongside achievements designed by NASA, Microsoft, and Disney
(see http://www.openbadges.org/community/). Implementing Open
Badges is quite simple; the educator’s system identifies where
the player will be / what the player has to do in order to get
the award, and the system (game) informs the hosting
accreditation system that the user has met the requirements.
The relevant badge is then issued and a notification is sent
via email. This badge can then be displayed on a page, unique
to the user, or shared over social networks such as Facebook or
twitter.
Educators hope that through Mozilla’s Open Badge
Initiative, schools, museums, and other formal and informal
learning groups might contribute toward this open repository.
Particular badges may become respected, so that educators
understand that completing a game design workshop or creating a
game that achieves a certain rating is valuable. Perhaps, even
educational institutions will begin using them as credentials,
rather than grades, GPAs, or test scores.
Conclusions
When designing gamified learning environments, it’s important
to see it as an ongoing process. Just as good games require
that their game mechanics match up with the experience you seek
to convey, game mechanics must be used to contribute toward the
values and culture that one hopes to foster. We argue for a
participatory approach in which all constituents can
participate in defining badges, achievements, or structures,
but how to design such a system is not straightforward. In
short, the execution matters.
Gamification is never inherently “done”, but is an ongoing
process, the quality of which depends on how it is enacted. We
must study empirically the value of such systems in context,
and for different user groups. Traditional constructs such as
“achievement motivation” are problematic because they are
rarely contextualized. Motivation is an emergent property
defined by person task and context, and thus must be constantly
studied. Games themselves -- which have been used as a reward
-- are a fascinating problemitizer of intrinsic motivation, as
they sometimes are motivating, and sometimes are not, and even
within them, frequently employ intrinsic and extrinsic
properties.
Gamification structures will flourish in upcoming years as
a response to the open-ended nature of information. As
educational systems wrestle with the reality that “knowledge is
free on the Internet”, and that an increasing amount of
learning occurs outside of classrooms, new accreditation
mechanisms are clearly needed. We face very real challenges in
education. We face very real questions around equity and
assessment. Institutions such as testing companies -- or even
Universities -- have business models that profit on the status
quo, which may or may not be in the best interests of ordinary
citizens. We think gamification techniques are a critical set
of design tools in an educators’ toolbox to address these
issues. Whether or not gamification is a good thing is missing
the question; good and bad examples of gamification exist.
Issues around individual vs. institutional values and
accreditation vs. performance are not new. Our hope is that
educators might take advantage of this moment of disruption
(and invention of gamification) and work toward more democratic
learning organizations.
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