The Gamification of Education. (2011). Futurist, 45(1), 16-17.
http://web.b.ebscohost.com/ehost/pdfviewer/pdfviewer?sid=739f7619-4924-4509-b26f-286b75ef986b%40sessionmgr111&vid=15&hid=102
When we look at the future of education, we find ourselves constantly drawn back to the idea of integrating technology into the way our students engage with the material. Now this can involve many different types of technology, but in terms of engagement and motivation, game based programs are very significant. Now this isn’t new. Educational game based technology have been around since the dawn of personal computers and when I reflect of my education, I used programs such as Math Blasters or The Oregon Trail from as early as grade 2~3. Something this articles points out is that there are three integral components of using technology to engage our students; curiosity, imagination, and a sense of play. When we look at examples of technology that is used to motivate our students, we can see these three qualities in educational gamification. In my personal experience, eVan in these “ancient” educational games like The Oregon Trail (even though personally I wasn’t studying US History), I was curious. Students wonder what would happen next…well you’re going to learn about United States western homesteading. This is true in modern educational teacher-directed technological resources like KaHoot or Plickers, whigh both foster this curiosity. Additionally, these resources allow for expansion of imagination and encourage critical thinking. Connected to this is the sense of play gamification exhibits and through this, it makes the trial and error system that is associated with these games actually fun. When the students fail in the games, they’re more likely to try again because it is fun, something that may not exist in other aspects of their classrooms. Through this, it also removes the social pressures of collaboration because the students are exploring, collaborating, and exchanging ideas together.
Now how does this relate to competition in the classroom. Well if gamification and these resources encourage teamwork, and teamwork is directly associated with positive competitive spirit, then the gamification of education is linked, intrinsically, to the idea of competition.