As someone involved in education and interested in innovative approaches to learning, I was intrigued when I first heard of a movement to bring game design concepts into education. Educators and video game designers are teaming up to ‘gamify’ the classroom. For example, Nolan Bushnell, founder of Atari and Chuck E. Cheese, has founded a company called Speed to Learn that is creating video games with educational missions. Other game designers have created games to teach math, reading, and even U.S. history. At first glance, the movement to make education more exciting and interactive seems like a reasonable solution to engage students who are bored or do not participate proactively. For subjects like spelling or math, games may make it easier for students to memorize difficult words or multiplication tables. As the gamification movement spreads through other aspects of our lives, it comes as no surprise that people are searching for ways to make school more fun and effective.
Despite these potential benefits, the gamification trend worries me for a couple of reasons. First, students may start to expect that many or all lessons will come in game form. This expectation that schooling should be turned into a series of games is troubling because of the qualities of video games. Games are entertaining. They are fast. If you get stuck playing a game, you can almost always go back and retry a level or reset the game. Education can be fun, but it is rarely rapid. When a student cannot figure out a complicated math problem or struggles to find the right word in an essay, she cannot press the reset button. In school, students often have to think hard and try a number of different strategies before they find one that works. This process is time-consuming and it requires focus, but it is also how people master skills. Games move so quickly and can be paused so easily that it is doubtful any student would sit and struggle with a complicated problem for very long. The ability to concentrate for a long period of time is one of the most important traits of the educated person, but it is a skill that is not valued in the gaming world.
Finally, and perhaps most worryingly, the gamification trend may devalue subjects that cannot be turned into games. Students may avoid subjects that do not lend themselves to gamification like philosophy, English, and civics. How many students would want to debate solutions to global poverty or write an essay reflecting on Shakespeare or Fitzgerald when they could play a game in another class? Educational games will always struggle to help students develop creativity, the ability to form and present original opinions, and the capacity to understand another person’s point of view–skills that are important to every child’s development as a student and as a human being. Although innovation in education is always welcome, students are more likely to learn and develop successful habits through books, not video games.















Pingback: The Dangers of Gamifying Education | SocialEarth | BBGUniverse
Pingback: Education and Gamification « power full voices