Breaking the barrier between play and learning: the potential of gamification in higher education

Breaking the barrier between play and learning: the potential of gamification in higher education

Playing and learning are often seen as a dichotomy. Even today, many parents still ask, 'Why are you playing games instead of studying?'.

So, what makes games so captivating that players can lose track of time?

Mihaly Csikszentmihalyi, a Hungarian-American psychologist, introduced the concept of "enjoyment" in his Flow Theory in 1975. Positive psychology, the field in which Csikszentmihalyi's work is rooted, aims to enhance well-being by promoting better understanding and practices—not only in child and adult development but also in education. Flow is a mental state where a person is fully immersed, focused, energised, and enjoying the process of an activity.

Gamification can take many forms, including in-class games, board games, or digital games. A 2022 study showed that gamification can boost student engagement, motivation, and participation across various educational levels. Moreover, when designed and implemented correctly, gamification not only enhances knowledge but also develops critical skills such as problem-solving and critical thinking.

Research has shown that students often experience boredom when learning theory in a traditional classroom setting, especially when listening to lectures for extended periods. This study found that students who learned through gamification felt more challenged and valued their learning time more than those who received traditional lectures.

A Case Study: Gamification from the Students' Perspective

As a part of my PhD project, I developed a web-based digital game to teach Design Thinking to business students. This web-based game, named "Blackout," integrates real-case scenarios from a significant energy crisis a country faced in 2012, applying principles of Experiential Learning Theory to enhance students' innovative problem-solving skills.  "Blackout" is a complex form of gamification, featuring 3D elements and offering a medium for learning, assessment, and reflection within the game. The game was piloted in the first semester of 2024 at an Australian university, involving 747 business school students and facilitated by 17 educators.

Preliminary findings revealed that:

  1. Students preferred learning Design Thinking through gaming over traditional lectures.
  2. Students felt that the money they had invested in enrolling at the university was justified due innovative educational technologies such as this.
  3. Students found it easier to adopt real-world problem-solving techniques through the immersive visualisation of Design Thinking stages within the game.
  4. Students enjoyed the competitive aspect with classmates when the game was the focus of tutorials.
  5. Students expressed a desire for this gamification approach to be applied to other theoretical concepts they need to learn because it was so enjoyable.

One student, aged 19, remarked:

I didn’t feel like I was in a classroom to learn... Every challenge in the game felt like a mystery I needed to solve, and I was satisfied when I made the right decision. I was amazed at how easily I could answer and explain each stage of Design Thinking when my lecturer asked me. If all theoretical courses could be done through games, I could definitely be the top graduate.
A hand touching a screen with the word 'Gamification'

The Educators' Perspective on Gamification

However, interviews with educators revealed some key insights:

  1. Preparation time is longer because this is a new approach to teaching.
  2. There is anxiety about potential technical issues in the classroom.
  3. Educators feel happy seeing more intense student interactions compared to regular tutorial classes.
  4. Educators are surprised at how easily and accurately students could articulate their learning outcomes after playing the game.
  5. Educators feel motivated to participate in educational technology development after personally experiencing the increased student engagement and motivation through this serious game.

One educator, aged 57, mentioned:

When students were asked to learn independently in class through this game, my effort was not as great as on other tutorial days when I had to ensure students were listening to understand what Design Thinking is. I was even more surprised by their learning outcomes that day—their mastery of the basic concepts of Design Thinking was easily and accurately answered by all the students present.

The Potential of Gamification in Education

A study involving 747 students at an Australian university showed overwhelmingly positive results. Data from learning analytics showed that out of 1,300 students enrolled in the course that implemented the "Blackout" Serious Game, the average login per user reached 12 times. This indicates a high level of curiosity among students to play the game, even outside of tutorial classes. These findings suggest that gamification, with its various levels of complexity, has the potential to be a powerful medium and method for learning. The potential of games in education extends beyond breaking the traditional dichotomy between play and learning; it also has the power to make the educational process more effective and enjoyable.

Author:

Stella Stefany

Originally posted in The Conversation.

06 November 2024

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06 November 2024

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RMIT University acknowledges the people of the Woi wurrung and Boon wurrung language groups of the eastern Kulin Nation on whose unceded lands we conduct the business of the University. RMIT University respectfully acknowledges their Ancestors and Elders, past and present. RMIT also acknowledges the Traditional Custodians and their Ancestors of the lands and waters across Australia where we conduct our business - Artwork 'Sentient' by Hollie Johnson, Gunaikurnai and Monero Ngarigo.