Browsed by
Month: February 2013

Gamification and Education

Gamification and Education

I’ve been hovering on the edges of “gamification” in the realm of education for a while now, sort of constantly on the verge of deep diving into the literature and the projects, but then I seem to be constantly getting dragged away by a million other things. I’ve wanted to be able to say more about it, because it feels very close to my own drives when it comes to tech in higher ed, but it’s markedly different in interesting ways.

I’ve been of two minds about the gamification movement from the start, though I feel under-qualified to actually state an opinion. My feeling about it, from the casual reading I’ve done so far, is that the concept has its heart in the right place in trying to replicate the engagement games engender in a formal learning environment, but that I’m not convinced we’re entirely clear on why games engender that engagement the way they do, or even that it’s one single thing that’s the same factor from game to game. But what do I know; maybe I’m just over-complicating things. I’m not a gamer myself, really, but I’ve been engaged in a pretty significant number of online communities that also exhibit the level of determined commitment that gamers do. If you can remove the game and still see the same behaviour, maybe the key to what we’re looking for isn’t strictly inside the game.

Then I found this:

In a recent blog post speaking out against the term ‘gamification’, [Margaret] Robertson wrote, “What we’re currently terming gamification is in fact the process of taking that thing that is least essential to games and representing it as the core of the experience. Points and badges have no closer a relationship to games than they do to websites and fitness apps and loyalty cards. They’re great tools for communicating progress and acknowledging effort, but neither points nor badges in any way constitute a game.”

“Gamification is the wrong word for the right idea. The word for what’s happening at the moment is pointsification. There are things that should be pointsified. There are things that should be gamified. There are things that should be both. There are many, many things that should be neither.” Margaret Robertson

You may be tempted to jump on board and trade your grades in for badges and call it a game. But this simple act doesn’t dramatically change the learner’s experience. Take some time to really understand what makes a good game great. Create a compelling narrative to pull your students through the course. Set up mentoring and collaboration opportunities such as those you encounter in games to enable learners to share what they know. And frequently chime in with feedback. Use those badges to chart progress, but meaningful instructor feedback is what will truly propel the learner forward.

On some level, higher education is already a game. The points are grades, and students are expected to gain as many of them as they can to level up and win. Many games have elements of grinding (where you do dull and not very challenging or inspiring tasks over and over in order to gain a level, set of skills, or gold that will unlock the next segment of the game experience); I suspect grinding is the part of gaming we have most successfully adopted at this point. We give students lots of activities they aren’t particularly engaged in and expect performance on them. That’s how education has worked for a long tim. We have a general motivation problem.

We attribute that motivation problem to all kinds of things; the classes are too large, faculty teaching loads are too high, too many students enter higher education simply for the certification of it rather than any desire to learn. I’m sure all of these things are true, but there are assignments that work in spite of all that, and students who get engaged even if there are 1000 students in the class with them.

Any work in examining motivation in any learning environment, formal, informal, gaming, affinity group of any kind, is valuable in the end to the end, I think. I don’t think there’s one answer here; I suspect there are a million answers.

I should schedule that deep dive now, shouldn’t I.

What I learned about Librarianship from the Signage on the Underground

What I learned about Librarianship from the Signage on the Underground

As a preface: I can get lost anywhere. I have no sense of cardinal points, I am a daydreamer and don’t pay attention to where I’m going most of the time, I can’t follow directions very well, and I struggle to make a visual connection between what I see on a map and what I see in front of me. I still regularly get lost in cities I’ve lived in for years. Being lost is a kind of default state for me. So, as you can imagine, visiting foreign city comes along with a bit anxiety for me. I know I will get lost. I do what I can ahead of time to avoid the worst of it, but it’s bound to happen. It always does.

So I was extremely surprised, and delighted, to discover that the one place I never once felt lost inside of was London’s underground transit system.

Image

The London Underground is a rabbit warren of tunnels, and not just the ones that carry the trains. Because each line was originally built privately by a separate company, designed to work independently and sometimes in competition with each other, they were never meant to interact particularly smoothly or efficiently. At points, switching from one line to another, you might walk 10-15 minutes underground, turning this way and that with the crowd, going up and down stairs, and generally getting utterly spun around. If I were to get lost and feel anxious anywhere, you would think, it would be there. But never: not even once.

The degree to which I felt no anxiety in a tube station became a notable thing. Once I saw the roundel of the Underground anywhere, I immediately relaxed, because I knew it would easily and gently take me where I meant to go. So I started to pay attention to why I felt so confident anywhere near the Tube.

It’s the signage.

This is what the experience is like: you walk into a station, and you make your first decision: which line are you looking for? My home station was Victoria, which has three lines to choose from. Left for the Victoria line, or right Circle or District? That’s the one bit that’s easy to remember! I want the Victoria line today, so I go left. I don’t pause to think about it; the directions are clear. A few feet down, I get a confirmation: yep, this is the right way to the Victoria line. Keep walking. And stick to the right if you’re not going stand on the escalator, btw. Phew! Great! I can do that! I didn’t take a wrong turn! At the bottom of the escalator, the signs continue to direct me: yep, this way to Victoria line. Great! Still not lost!

At this point, feeling confident about decision one, I start thinking about my next steps. I want to go north on the Victoria line. I want to go up to Euston to switch lines. I follow the signs up and down stairs. I follow the signs left and right. Do you want to go this way? the signs ask me. Then go left up here. Yes, there. Well done, you! Go left! Look at that, there’s Euston on the sign! I’m in the right place!

Once I’m on the platform, I can see from every direction that I’ve done everything right. Even though I’m a tourist with no sense of direction, and only the bare minimum of understanding where my journey will take me, I have managed to get from the front doors of the station all the way down to the platform without pausing to check a map, without stalling with hesitation or sudden panic that I’ve taken a wrong turn, and without making it obvious to anyone that I’ve never been inside this station before. The London Underground only gives you the information you need at any given point to make a single decision. It guides you all the way to your landing place so gently you barely notice it’s happening.

Arriving at a new stop on the Tube, they make the experience of getting out very, very simple.  The signage tells you there’s only one way out.

Image

This may or may not actually be the case, but having only one way out means you just follow the arrows. This way will take you out. Just follow me. It entire experience was so easy, so simple, so clear, it was practically instant: I was in love.

When I got home I looked up the documentation about Tube signage. Obviously nothing like that could happen by accident. Someone was doing this on purpose, they were pacing out these spaces, simplifying complicated underground walkways and intersections, and looking for points of confusion, then adding the signage required to keep people anxiety-free and moving forward. London Transport calls these “decision points”.

Decision points are the places inside the station where you need to decide what your next step in your journey needs to be. These decisions are so small and discreet, so absolute, that you can make while walking. London Tube stations are busy places, and people stopping to hesitate would create pedestrian traffic jams and angry commuters. They need passengers to make quick, accurate, confident decisions so that their journey is smooth and confusion-free. So they break down the process of the journey, and plot every decision required in every station and every corridor, tunnel, and stairwell, wonky passage, corner, and escalator, and then add the information to the walls to make those decisions happen quickly and easily. They are outrageously successful at this.

The Underground administrators have no idea what my journey is, but they know I have one, and that I need help along the way. Rather than try to give me advice about specifically how to get to Euston station, they just guide me there step by step, decision by decision.

Librarians have a tendency to behave as if patrons walk through the door needing to know practically everything about their journey before they take their first step. We haul out the maps, give advice about the weather and what footwear they need for the first half, and trace the entire experience out before they get past the turnstile. We may never see that patron again; we’d better make sure they’re well-prepared. For each and every leg of the journey. Then we leave them to their own devices, unless they want to seek us out again. What if we didn’t do that? What if we focused on reducing confusion and anxiety if all of our patron interactions by guiding their decisions in small pieces, manageable ones, rather than infodumping right at the start?

A research process is very much like a journey, with decision points along the way. What if all we focused on at any given point (on a website, in a reference interview, in a  physical library, inside a database) is getting to the next decision point? We don’t know what every research process is going to lead to, but everyone hits roughly the same points along the way, regardless of their final destination. If we hold back, and guide people through gently, one decision at a time, maybe patrons will look up at the end of the journey and say, “Well, that was easy.” That, it seems to me, would be ideal.