motivation

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The Digital Culture and “Peda-Socio” Transformation

The Digital Culture and “Peda-Socio” Transformation

The internet and computing (as technologies) are no longer tools, but have been integrated into human communication. They have become a part of the communication and is a part of meaning creation. Such technology is now more the environment than the tool. 

Snyder asserts that young people are immersed in the digital age – where technology is the norm. Why then, she asks, are adults not learning from children how to integrate digital culture into schools? Data shows that 89% of students find school boring. A similar percentage are actively engaged in online communities. 

The lure of online communities is the ability to create an identity and explore an online life with people from around the globe. Through imagination, young people are engaging in a “reality” where they are able to ask questions, foster social relations and develop knowledge.

Considering this reality of life outside the school, in which youth are actively and captivatingly engaged in social networks, creation, exploration, self empowerment and identity development, we begin to see that youth have both the motivation and the skills to connect and learn. 

This is a motivation that is crucial to understanding and improving learning. Snyder claims that educators need to explore the implications for learning and digital citizenship which are beyond the classroom and school’s borders. This relates back to how young people see technology – as a part of the process of creating meaning.

The idea of studying technology in education (when technology is perceived as a learning device) is too limited. The growing importance of cyberspace reinforces the divide between schooling and society. Young people are creating new connections, networks and resources for learning that mirror 21st century life.

This is the thrust of Synder’s view – that technology has an integrated role in society. Following a constructivist theory framework, we are co-creating our realities together alongside technology.

Through this co-construction we give meaning to our realities, resulting in common language, symbols, values, behaviors, norms, and understanding. As learners, we make sense out of our world by analyzing and synthesizing our experiences in an attempt to give meaning. The elements that contribute to our sense making process are those parts of an event or experience with and through which we interact and act. In contemporary society, technology and media have become a part of this social interaction process. 

Technology is changing our behaviour and perception, influencing the way we socially construct digital culture of meaning. We are shaping, and are shaped by, the technology we use.

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More hate for gamification

More hate for gamification

The problem with “critics” is that they’ve got lots of opinions … but don’t usually contribute anything productive (other than their verbosity) to the discussion. The problem with gamification is that it has become so popular so fast that critics are lining up to take a swipe and feel good about themselves.

Margaret Robinson’s article from 2010 on gamification goes down the same road as many other critics, including Bogost’s scathing attack (mentioned in the previous post). Robinson is determined that gamification focuses on the least important part of the game. She, like Bogost, says that badges and progress points aren’t intrinsic to the game at all.

But she’s wrong … they are important. Gamification isn’t about the game itself. Gamification is about how a game layer (game elements) can be used as motivators. If we look directly at games we can confidently say that games have motivators. One motivation is to win, to be the best. That motivation is represented by a scoreboard (leader boards can be used as a gamifying technique). If there’s no score or no winner, then many will find the game to be less fun.

Let’s make it more clear through an example. I’m a bit of a poker player. I enjoy poker and I play it when I can. It’s possible to play poker without money and without talking to the other players. But doing so would take away most of the fun … it would take away the motivation to play. See, that’s an intrinsic part of gaming. Sometimes the game itself is not that interesting, but socialising and gambling add to the enjoyment. I play poker so that I can experience the adrenaline rush of winning a big hand and, at the same time, talking with friends over a few beers.

Sometimes the game is just a tool. The mechanics of the game are not that important. This is what gamification represents. If we add a game layer to other tasks then we add a motivation. Gamification includes rewards, and it also includes socialising.

http://www.slate.com/articles/technology/gaming/2011/03/i_dont_want_to_be_a_superhero.html

More criticism. This time targeted at gaming guru Jane McGonigal. Through her Tedx talk, McGonigal talks about her heal and some experiences relating to that. Particularly she relates how she used gamification and roleplaying to help her recovery. 

Heather Chaplin, the author of the piece, says that games aren’t that fun and “gaming” isn’t for everyone. This is another common criticism of gaming and gamification – it isn’t a one-size-fits-all solution.

Well, no … of course not! Nobody who is a proponent of gamification is saying such a thing.

The truth is that we all DO play games. We play various games in our daily lives. Some people play cards, some collect coupons or air miles. Some play sport and others play tetris on their smartphone. Everyone plays games … but not everyone plays the same type of game. That’s not the same as saying not everyone finds games appealing, which is a falsehood.

Gamification covers this problem too by acknowledging multiple approaches to motivating people to play. Level up systems, for example, are a combination of small (like an incremental number) and big (like a major “level”). This is important because some people are motivated by different goals. Some people like to see the incremental gains (immediate, short term goals) and others prefer the larger gains (long term goals). Both work together to motivate. The same with leaderboards – global leaderboards motivate those who wish to be the best. Social leaderboards motivate people who want to try and beat their friends. Some people are motivated by certain badges. Others are motivated by completely different goals or achievements such as social status.

A great “real world” example is scouts. Scouts get badges for proving that they have a certain skill. Once they demonstrate a skill they get a patch or badge. The badges give a scout status in the community (global leaderboard) and amongst their friends (social leaderboard). When the scout gets a certain number of badges they can get a promotion (level up). 

All of these ideas are older than the internet and computers. Gamification isn’t creating something new, it’s just identifying systems and motivational strategies that have been around for centuries.

The main criticisms of gamification is that it doesn’t focus on the most important part of the game (ie the actual game) and that games don’t appeal to everyone. 

Complete rubbish! The game and the rewards for playing are equally important. Everyone is motivated by different rewards, so gamification is a multi-faceted approach which acknowledges such. Finally, whether critics want to admit it or not, everyone DOES play games. Grandma may not play shooter games like Call Of Duty, but she does collect the supermarket discount stamps (that’s a game) and she does play bridge on Thursdays (another game). She doesn’t collect stamps because she thinks its fun (it’s not fun at all). She collects the stamps because there’s a reward (free stuff). She doesn’t play bridge because she enjoys the technicalities and math involved in the game. She plays because she can chat with her friends and is motivated to beat them (and win status as a good player).

See, gamification is everywhere. 

It’s too easy to criticise something because it’s popular. It’s much harder to take a more measured approach to understanding that gamification offers real potential in education. Games and gamification are valid tools for motivating people to participate and learn … it’s sad that we still have to fight this war over justifying the place of gaming in our culture.

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“This Game Sucks”: How to Improve the Gamification of Education

“This Game Sucks”: How to Improve the Gamification of Education

Sarah Smith-Robbins looks at the idea of gamification and how it’s being applied to education.

Gamification is the application of game mechanics such as points, badges, and levels to non-game processes. Through the use of gamification techniques businesses (and potentially education) can motivate people to participate in the games that are being devised. This idea isn’t new. Education has been using points, status and achievements for a century. Private industry has used elements of gamification as well. Mileage cards, shopping stamps and coupon systems are all a form of gamification.

The problem, according to Smith-Robbins, is that that education is not very good at using game systems to motivate students. Part of the problem is that the game isn’t fully understood by those who are playing (ie students).

A game has three elements – a goal, obstacles, and is either collaborative or competitive. A goal is the win condition – the outcomes required to end the game. The obstacles are challenges of various difficulty the participant needs to overcome. Obstacles are a good thing because, as we all know, a game that’s too easy is no fun. Finally games are  cooperative (beating the game by working together) or competitive (beating the other players). 

Education, if it’s a game, isn’t using these elements very well. Is the goal “learning” or is the goal “getting a job”? What are the obstacles: critical thinking skills or getting past assessment (by any means necessary, including cheating)? Is education collaborative (working together to acquire knowledge) or competitive (fighting for better jobs and more money)?

If the game of education can’t be changed, then it can be improved by making the game clearer to the players (students). To quote the article:

  • Make goals clear, and explain how the course, major, or degree prepares learners to achieve those goals. Ensure that students align on the goals and want to achieve them.
    • Spend as much time in class and on the syllabus covering the importance of the learning goals as is spent explaining the grading system of the class.
    • When writing assignment descriptions, include a “How you can use this in the future” section.
  • Make progress transparent to each learner. Grades and assignment completion are not the only ways to measure progress toward achieving the goals.
    • Give students a way to track their progress on each learning goal of the class. An online checklist that students fill out on their own can help them stay on track.
    • Create commodities for desired behavior. For example, hand out poker chips to students who contribute in class; a student who cashes in ten poker chips earns a “Top Contributor” badge.
    • Add peer voting to class activities such as discussions and online forums. Allowing students to identify the contributions that they see as valuable will highlight good models for other students to follow, as well as provide positive feedback to the contributing student.
  • Think about your own game play. Reflection can reveal insights into innovations that can be leveraged in education.
    • Consider the game apps on your phone or iPad. How do you decide which to play and which to ditch? What makes a game “fun” to play?
    • Ask students which games they play and how they learned to play them. Talking about how we learn can help students improve their own techniques.
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Teachers want access to more technology in the classroom

Teachers want access to more technology in the classroom

A nation wide survey conducted last year discovered that teachers want more technology in the classroom. Access to computers seems to be high and a lot of teachers are using websites, images and other media in their daily classroom routine.

However the problem, according to the survey, is that teachers feel they don’t have access to the “right” kinds of technology. The biggest barrier to technology, unsurprisingly, was budget constraints.

Teachers have their hearts in the right place. Most teachers cite ‘motivating students’ as their reason for wanting more technology in the classroom.

What surprised me was that 943% of teachers believed that interactive whiteboards ‘enrich’ classroom education. I understand the limitations of classroom technology and also the often low levels of training teachers have in using technology in the classroom. Particularly, teachers aren’t always well versed in areas like the internet and social media. However, I cannot fathom why interactive whiteboards (a 20+ year old technology) is still desired in a classroom environment.  I had access to them over 10 years ago and nobody in my school was interested in using them. Their application, quite honestly, is limited.

Overcoming budget is an understandable problem. One idea might be to apply a BYOT (bring your own technology) attitude. Allowing students to bring mobile devices to class – and use them directly for learning – will help raise motivation levels. Also, students are more likely to enjoy using computers (internet and social media) than they are using interactive whiteboards.

Teachers should start moving towards a more participatory methodology for learning. Provide students with the basic ideas or questions and let them use the resources that they’re comfortable with (online environments) and it might be surprising what they can produce.

Perhaps the problem in modern education is that we’re too focused on telling students what tools they can use to solve problems (such as learning, knowledge acquisition and skills building). Instead, let them choose their own tools. Why can’t a pyramid be modeled in Minecraft? Why can’t student presentations be done via youtube?

The best part is that teachers don’t even have to think of tools that students might choose. Students will do that! Technology? Not a problem, students will use the technology they have and whatever they’re comfortable with. Teenagers are happy to work when doing so on their own terms. Whatever students are studying, just give them core ideas and let them figure out the rest. Study after study proves that student will work when they work for themselves.

Motivation goes up. Creativity goes up. Original content and content creation goes up … all without the teacher lifting a finger.

Win!

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