3D GameLab and Gamification
This is my first experience with this type of gamification of learning and I am really enjoying it!.
My first experience with this approach to learning was in Avi’s course EDPostBacc 530 at VIU. The course differed a little from this one as it was a blended course rather than completely online. We used the ‘The 500’ and Google+ discussions, but also had face-to-face classes and assignments.
The thing I like about 3D GameLab is that it is kind of like a collection of choose your own adventure inquiry projects. There isn’t a list of readings that MUST be read and reported on, or a push to be involved in something we have no interest in. While 3D GameLab is an independent adventure, it has the opportunity for collaboration through learner-created quests and seminars, not to mention the unwritten truth of competition between classmates. (I don’t know about the rest of you, but I find myself checking where I stand in the group in terms of XP, even though it has no bearing on my learning or success in the course)
I have seen a number of posts here already that mention they are getting addicted to Game Labs or much deeper into the quests than they imagined. I think this is the same for myself.
I am interested in what people have a preference for, having experienced traditional face-to-face classes, blended classes, online courses, and gamification.
What model, or combination, do you prefer the most? Which do you think is most effective for the delivery of a course?
Here are my initial thoughts on some of the Pros and Cons of each.
Face-to-Face
Pros
Pros
Pros
Gamification
Pros
This is my first experience with this type of gamification of learning and I am really enjoying it!.
My first experience with this approach to learning was in Avi’s course EDPostBacc 530 at VIU. The course differed a little from this one as it was a blended course rather than completely online. We used the ‘The 500’ and Google+ discussions, but also had face-to-face classes and assignments.
The thing I like about 3D GameLab is that it is kind of like a collection of choose your own adventure inquiry projects. There isn’t a list of readings that MUST be read and reported on, or a push to be involved in something we have no interest in. While 3D GameLab is an independent adventure, it has the opportunity for collaboration through learner-created quests and seminars, not to mention the unwritten truth of competition between classmates. (I don’t know about the rest of you, but I find myself checking where I stand in the group in terms of XP, even though it has no bearing on my learning or success in the course)
I have seen a number of posts here already that mention they are getting addicted to Game Labs or much deeper into the quests than they imagined. I think this is the same for myself.
I am interested in what people have a preference for, having experienced traditional face-to-face classes, blended classes, online courses, and gamification.
What model, or combination, do you prefer the most? Which do you think is most effective for the delivery of a course?
Here are my initial thoughts on some of the Pros and Cons of each.
Face-to-Face
Pros
- There is instant feedback from your peers and instructors in the form of discussion, facial expressions, and various ‘sound effects’. Some of this feedback may be encouraging, and some not so much.
- There is the opportunity to do hands-on group activities and create things such as in Art.
- If you don’t understand, you can easily ask the teacher or a classmate for clarification or to explain it in another way.
- Being able to see everyone’s reaction and knowing that everyone is watching/listening to you can be a barrier for more timid students.
- If you miss a class, it is harder to catch up on what you missed because there is no recording to watch/listen to later.
- Stereotypes, prejudices, etc. due to appearances often raise their ugly heads and cloud the discussion.
Pros
- A significant portion of the course is online and independent in nature, which allows for students to go at their own pace in their own direction.
- There are still face-to-face periods where students can get together and share with everyone.
- In a professional program, it allows the classmates to get together and make valuable connections that may continue outside of the course/program due to meeting for lunch or to work on a project.
- Similar to face-to-face as there is a face-to-face component
- As students may have progressed to different stages in the online portion, they all come together in different stages of preparation for any activity, therefore the face-to-face activities have to take this into account and may not be as engaging for those who may have progressed past that point long ago.
Pros
- Students are as anonymous to each other as they wish. There is no need to put up a real picture or divulge any personal details about oneself.
- Students may feel safety behind a username and computer screen and therefore more likely to take risks in terms of questions and comments.
- Can work at a comfortable pace and take the time they need to finish within a broad timeline.
- Learning can be done from anywhere there is a connection to the Internet.
- Anonymity could be problematic for the instructor. (How do they know it is the registered student doing the work and not a ‘helper’)
- Too much safety in taking risks could result in negative comments and cyber bullying.
- Life easily gets in the way of self-regulated study.
- Without face-to-face interaction, there is a lack of real community and support. (Or at least it feels that way to me)
- Delays in responses in forums or through email due to people having to check in.
- Often only a portion of the class participates in any one discussion and often because it is a course requirement. This leads to some shallow responses and comments.
- Difficulty administering supervised exams when courses have them (proctors, locations, etc.)
Gamification
Pros
- Can be incorporated into any of the above learning environments.
- Engages learners in self-directed and/or self-regulated learning.
- Plenty of positive reinforcement through badges, awards, points, etc.
- Teacher designed, but student driven (although the teacher designs the broader topics and paths, the students choose which ones they like and go as deep as they want.)
- Many cross-curricular implementations.
- Friendly competition between classmates.
- Easy to use for differentiated learning.
- Can be very addicting! (This could also be a Pro)
- The issue of screen time and pushback from parents because of it.
- Content is not as easily monitored for younger students (who knows where their Google searches will lead them!)
- Mainstream acknowledgment of gamified learning as an accepted learning model for education.
- A lot of teacher setup time required. (Also, not a one-time thing as the needs of the students/course change continuously)
- Stability and reliability of IT resources in school, or network (for online-based gamification)