Spoiler alert: I'm probably going to talk about games in general a
lot over this semester as they relate to self-efficacy. I apologize in advance.
In class we briefly discussed
how video games use conditioning to encourage player behavior. Most video
games, be it Flappy Bird or Fortnite or anything in-between, employ very
similar methods of positive reinforcement to encourage player behavior. Players
gain experience points (XP) depending on how much time they dedicate to playing
and how much they improve in their game play, thus allowing them to "level
up" to gain rewards. These rewards can include badges, access to new
activities, cosmetic changes to the player's avatar, and many games have
in-game currency that can either be earned by playing for significant amounts
of time or paying real money to unlock certain features within the game
itself.* Many games also reward simply logging in on a daily basis, and some of
them punish the player missing a day by decreasing or withholding a reward
until the next consecutive login.
These types of reinforcement within
the gaming industry have proven incredibly effective, as demonstrated by the
dents in many people's wallets** and the rise in awareness of gaming addiction.
These games are often seen as guilty pleasures; people recognize that being a
level 102 player in Candy Crush may signify a lot of seemingly unproductive
time, but it's enjoyable enough that they keep coming back to it (myself
included).
It isn't a stretch to see
elements of game conditioning in education. After all, if it's so effective in
keeping players engaged, why not students? Students complete tasks and spend
time in school to receive good grades (experience points and badges). Students
are required to attend classes daily and are punished for skipping in their
participation grades (daily-login bonuses). Teachers may employ a special
system in their classrooms to reward in-class behavior such as gold stars or
points to be redeemed for classroom prizes (in-game currency). Teachers may
also offer extra credit to allow the students to increase their grade and
encourage them to explore class topics more thoroughly (side-quests).
Such activities are
examples of gamification of education, whether that is the
intent of educators or not. I posit that traditional meritocracy is simply systematic
gamification of education, following the principles of behavioral conditioning.
As we discussed in class, that is uncomfortable to admit, as it may seem to
take the humanity and complexity out of learning and teaching that we cherish.
However, as Sutherland discusses, keeping the "self" in mind through
the process of teaching and learning allows us to acknowledge the complexity
and variability of people back into the equation. Teachers should not only
consider their students' individuality, motivation, and interest when it
comes to their teaching method, but they should also reflect on their own
desires for their students. If a teacher simply wants their student to pass
their classes with scores that reflect well on the teacher, then it is easy to
gamify their classroom in a way that keeps students superficially engaged. If
instead they want their students to be deeply engaged and interested, then
accounting for their “selves” may just be the way to do so. With this in mind,
I’m excited to engage with the topic of self-efficacy for the semester.
* There has been significant controversy surrounding this topic for multiple reasons, a prominent one being that game developers will put special tools or abilities behind a paywall that will significantly boost game play in a way that is unfair in a competitive setting.
** This link is a fun little collection of stories of people spending too much money on otherwise "free" mobile games.
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