I enjoy games. The ones I find most interesting tend to be
longer and more complex. A strong theme and narrative arc are attractive
features. I have enjoyed many hours moving counters on a board, rolling dice,
playing cards, back when I had more time, and I could find others with the time
and inclination. Avalon Hill games such as Civilization,
Age of Renaissance and History of the World, lie dormant in
their boxes. Previously, I reviewed Mark Carnes’ book Minds on Fire about using Reacting to the Past simulations in
mainly college-level history courses. When done well, an immersive game can be
highly engaging and foster, not just learning, but the enlarging of one’s
world-view.
Gamification in education, therefore, seems like a good
thing at first glance – but I suppose the devil is in the details. The advance
in computer games creating immersive worlds is nothing short of astounding. I
stopped playing computer games in the early ‘90s essentially with Sid Meier’s
Civilization. (Doing most of your work on a computer made me look for other
forms of recreation, leading to a renaissance in boardgaming for me.) Games,
especially the more open-ended ones, can be a seedbed of creativity and
inventiveness. We humans also seem to be drawn to solving puzzles, be it
Sudoku, Crosswords, or finding secret artifacts in a dungeon-maze in any number
of computer games.
Credentialing, especially in the form of digital badges, is
a current hot topic in higher education – with new emerging companies getting
into the assessment game. When big money is involved, and the federal
government shows interest, you can bet on a rush for the new digital “gold”. I
had not thought about the connection between gamification and credentialing
until stumbling across this article by Jeff Watson on media commons. It’s from
2013 before the gold rush, so it’s a little unnerving to read his warnings from
three years ago, and compare them to what is happening today. The title of his
post is “Gamification: Don’t say it, don’t do it, just stop.”
The heart of the problem is control. Instead of fostering
creativity, Watson paints it as becoming more regimented. “A game is about the
unexpected. Gamification is about the expected, the known, the badgeable, and
the quantifiable… It’s about checking in and being tracked… It’s a surveillance
and discipline system…” with the goal to “create compliant employees, students,
consumers, or citizens”. This is the antithesis of the liberal arts – to give
our students the “skills” (what the “arts” actually means) to live freely and
fully (what the “liberal” means).
A good game is not a free-for-all. It has some constraints,
which in fact act as aids (by some measures) to sparking creativity and
inventiveness. Watson praises game design, but has harsh words for
gamification: “This is not a recipe for creating the
kinds of creative problem-solvers our civilization needs. This is a recipe for
creating rule-followers who are more concerned with optimizing their badge
collections than with truly exploring and engaging with the world in which they
live.”
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