Gamification vs. Game-Based Learning: What's the Difference?

foundry10
27 Mar 202404:42

Summary

TLDRTravis Wlehhar from Foundry 10 explores the distinction between gamification and game-based learning. Gamification involves applying game elements to non-game contexts, like point systems in chores or fitness apps, to boost motivation. In contrast, game-based learning uses games as models of real-world scenarios, enhancing understanding and mental models. Wlehhar discusses the effectiveness of these approaches and points to ongoing research supporting their benefits, particularly in educational settings.

Takeaways

  • ๐ŸŽฎ Gamification is the use of game-like elements in non-game settings, such as points, badges, or timing, applied to practical activities.
  • ๐Ÿ“š Game-based learning uses games as models of real-world conditions and concepts, providing an immersive and interactive learning experience.
  • ๐Ÿ‘จโ€๐Ÿ”ฌ Foundry 10 is an education research organization that explores learning through game play and the value it brings to education.
  • ๐Ÿง  Game-based learning can lead to an increased understanding and improved mental model of the content, as opposed to gamification which primarily impacts motivation.
  • ๐Ÿ† Examples of gamification include chore apps that award points for tasks, fitness apps with step count badges, and classroom quizzes with point values.
  • ๐Ÿš€ Game-based learning examples include 'Kerbal Space Program' for physics, 'Civilization' for modeling civilization growth, and 'The Oregon Trail' for historical resource management.
  • ๐Ÿ“ˆ Research indicates that gamification can boost learner motivation but has limited learning benefits beyond that.
  • ๐Ÿ“š There is a growing body of research supporting the educational value of game-based learning over gamification.
  • ๐Ÿ‘จโ€๐Ÿซ The script differentiates between gamification and game-based learning, emphasizing the latter's potential for deeper learning outcomes.
  • ๐Ÿ” The speaker, Travis, encourages viewers to look into research papers for further insights into the effectiveness of gamification and game-based learning.

Q & A

  • What is the main difference between gamification and game-based learning?

    -Gamification involves using game-like elements in non-game settings, such as points, badges, or timing, to enhance engagement in a task. Game-based learning, on the other hand, uses the game environment to model real-world conditions and concepts, allowing learners to interact with and understand these concepts through gameplay.

  • Who is Travis Wlehhar and what is his role at Foundry 10?

    -Travis Wlehhar is a senior researcher at Foundry 10, an education research organization. His role involves expanding ideas about learning and creating direct value through research.

  • What does Foundry 10's STEM design-based research lab focus on?

    -Foundry 10's STEM design-based research lab focuses on collecting and conducting research about how youth learn while playing different types of games.

  • What are some examples of gamification in non-educational settings?

    -Examples of gamification in non-educational settings include chore apps that award points for completing tasks and fitness apps that offer badges for reaching step count goals.

  • How is gamification applied in classroom settings?

    -In classroom settings, gamification might involve assigning point values to correct answers in quizzes or having students race against a clock to complete tasks, like cleaning up the classroom.

  • What does game-based learning model in its environment?

    -Game-based learning models real-world conditions and concepts such as accurate physics, chemistry, biology, and history patterns within its environment.

  • Can you provide an example of a game that models real-world concepts effectively?

    -Kerbal Space Program is an example of a game that accurately models rocketry in physics, demonstrating the effectiveness of game-based learning in teaching real-world concepts.

  • What are the potential benefits of gamification for learner motivation?

    -Research shows that gamification can have positive impacts on learner motivation when engaging in a task by making the activity more engaging through the use of game elements.

  • How does game-based learning differ from gamification in terms of learning benefits?

    -While gamification can enhance motivation, the learning benefits are often limited. Game-based learning, however, provides a more immersive experience that can lead to an increased understanding and improved mental model of the content represented in the game.

  • What does the research say about the effectiveness of game-based learning?

    -The research indicates that when learners play games that model real-world concepts, they come away with a deeper understanding and a more accurate mental model of the content, suggesting that game-based learning can be an effective educational tool.

  • What are some resources for further reading on gamification and game-based learning?

    -The description below the video provides links to research papers that support the claims made in the script, offering further reading on the topics of gamification and game-based learning.

Outlines

00:00

๐ŸŽฎ Introduction to Gamification vs. Game-Based Learning

The speaker introduces the concept of gamification and game-based learning, addressing the growing interest in both. The speaker poses questions regarding their differences and whether game-based learning is scientifically sound or just a trend. The speaker introduces themselves as Travis Wleh Har, a senior researcher at Foundry 10, and briefly describes their educational research work in the STEM field. The purpose of the video is outlined, which is to discuss game-based learning as a popular educational practice and its connection to childrenโ€™s hobbies.

๐Ÿ” Gamification Explained: Definition and Examples

Gamification is defined as using game-like elements in non-game settings. The speaker references Deteringโ€™s definition and explains that some people use the term broadly for any learning or educational setting involving games. Examples of gamification include chore apps that reward points for completing tasks or fitness apps that provide badges for goals, as well as classroom settings like quiz games or timed tasks. Even some classic educational games like Math Blaster fall under gamification because they wrap game-like structures around practical activities.

๐Ÿง  What Is Game-Based Learning?

Game-based learning, on the other hand, is explained as using games to model real-world conditions, similar to using models to learn about planes or anatomy. The game environment mirrors concepts and scenarios from the real world, allowing learners to interact with accurate simulations of physics, biology, history, and more. Examples include Kerbal Space Program for rocketry, Civilization for human development, and The Oregon Trail for resource management and decision-making during pioneer times.

๐Ÿ“Š Research Insights: Gamification vs. Game-Based Learning

The speaker highlights the research on the two practices. While gamification can improve learner motivation, its overall learning benefits are limited. In contrast, game-based learning has been supported by a growing body of research, showing that learners gain better understanding and mental models when playing games that accurately simulate real-world concepts. The speaker mentions that research papers supporting these claims are available in the video description.

๐Ÿ“บ Stay Tuned for More on Games and Mental Models

The speaker concludes by inviting viewers to subscribe to the channel for future discussions. The next video will delve deeper into how games help develop mental models and further explore the impact of game-based learning on understanding complex concepts.

Mindmap

Keywords

๐Ÿ’กGamification

Gamification refers to the application of game-like elements in non-game settings to encourage engagement and motivation. In the video, it is described as using points, badges, or timing to enhance practical activities that are not games, such as fitness apps awarding badges for reaching step goals. Gamification is contrasted with game-based learning, highlighting its more limited learning benefits but positive impact on motivation.

๐Ÿ’กGame-based Learning

Game-based learning involves using games as models to simulate real-world conditions and concepts, allowing learners to interact with and understand complex systems. The video explains that this approach can lead to a deeper understanding and improved mental models of the content, as opposed to gamification, which has more superficial engagement. Examples given include 'Kerbal Space Program' modeling rocketry physics and 'Civilization' simulating civilization growth.

๐Ÿ’กDeterding's Definition

Deterding's definition of gamification is mentioned in the video as a way to describe the concept succinctly. It emphasizes the use of game elements in non-game contexts, which is a key point in distinguishing gamification from game-based learning. The video uses this definition to clarify the scope and application of gamification in educational and non-educational settings.

๐Ÿ’กMotivation

Motivation is a central theme in the video, particularly in the context of how gamification can enhance it. The script discusses how gamification, through the use of points and rewards, can increase a learner's engagement with a task. This is important because motivation is a key factor in learning and the video suggests that gamification can be a tool to boost it.

๐Ÿ’กResearch

The video emphasizes the importance of research in understanding the effectiveness of gamification and game-based learning. It mentions that research shows gamification can positively impact learner motivation but has limited learning benefits. In contrast, game-based learning is supported by a growing body of research that indicates it can lead to a deeper understanding of real-world concepts.

๐Ÿ’กMental Models

Mental models are cognitive constructs that help individuals understand and predict the behavior of systems. The video suggests that game-based learning can improve mental models by allowing learners to interact with game environments that mimic real-world scenarios. This is important because a strong mental model can enhance problem-solving and decision-making skills.

๐Ÿ’กSTEM Education

STEM education, which stands for Science, Technology, Engineering, and Mathematics, is mentioned in the context of Foundry 10's research lab. The video discusses how game-based learning can be particularly effective in STEM fields, where complex concepts and systems are common. The lab's research focuses on how youth learn through playing games, which is relevant to STEM education.

๐Ÿ’กKerbal Space Program

Kerbal Space Program is cited in the video as an example of a game that accurately models real-world physics related to rocketry. This game is used to illustrate how game-based learning can provide learners with a practical understanding of complex scientific principles, which is a key advantage over traditional learning methods.

๐Ÿ’กCivilization

Civilization is mentioned as a game that models the factors influencing the growth and evolution of human civilizations. This example is used to show how game-based learning can help learners grasp historical and societal patterns in an engaging and interactive manner.

๐Ÿ’กThe Oregon Trail

The Oregon Trail is used in the video as an example of a game that models the resource management and decision-making required by pioneers in the 19th century. It demonstrates how game-based learning can immerse learners in historical contexts, enhancing their understanding of past events and the challenges faced by individuals during those times.

Highlights

Gamification is the use of game-like elements in non-game settings.

Game-based learning involves using games as models of real-world conditions and concepts.

Foundry 10's research focuses on how youth learn while playing different types of games.

Gamification can enhance learner motivation but has limited learning benefits.

Game-based learning can lead to an increased understanding and improved mental model of the content.

Examples of gamification include chore apps that award points for completing tasks.

In classroom settings, gamification might involve assigning point values to correct answers.

Game-based learning uses game environments to model real-world physics, chemistry, biology, and history.

Kerbal Space Program is an example of a game that accurately models rocketry in physics.

The game Civilization models factors that cause the growth and evolution of human civilizations.

The Oregon Trail game accurately models resource management and decision-making of 19th-century pioneers.

Research shows gamification's positive impacts on task engagement but limited learning benefits.

A growing field of research supports the learning benefits of playing games that model real-world concepts.

There are scholars conducting research on gamification and game-based learning, with papers available for review.

The next video will discuss the idea of games and mental models.

Transcripts

play00:00

have you ever heard about gamification

play00:02

or game based learning and wondered what

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the difference is between the two or

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have you seen the increasing attention

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being given to game based learning and

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wondered if it is supported by sound

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science or just an overhyped fad I can

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share a little bit more information

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about

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that my name is Travis wleh har and I'm

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a senior researcher at Foundry 10 an

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education research organization that

play00:30

expands ideas about learning and creates

play00:32

Direct Value for you today I'm going to

play00:35

talk to you about game based learning

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which is a growing education practice

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used by teachers and connected to a

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hobby children are widely engaged in in

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Foundry 10's stem design-based research

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lab we collect and conduct research

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about how youth learn while playing

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different types of games we also

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highlight what ongoing research is

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saying about the benefits of game based

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learning for example when research shows

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it is most effective and when it's not

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leaving viewers with a few key

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definitions and a simple framework for

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thinking about this first up

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gamification one of the best ways to

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describe it is using detering definition

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which states that gamification is the

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use of game like elements in non-game

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settings some people apply the term

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gamification to any game or game likee

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structure that's used for learning or in

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an educational setting there is a lot of

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Truth to that but wethink about the

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effectiveness of these types of tools

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and think specifically about how we

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Define different types of interactions

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with games researchers and teachers

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typically use that term in a particular

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way maybe you've seen a chore app that

play01:50

Awards points and rewards for children

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for completing tasks or a fitness app

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that has a badge notification when you

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reach your step count goal for the day

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these are examples of gamification in

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classroom settings it can look like

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assigning Point values to correct

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answers in a classroom quiz game or

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having students race against a clock to

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straighten up the classroom before going

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home even a lot of things we think of as

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games like the classic math learning

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game Math Blaster memory flashcard games

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or typing programs structured in game

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like settings are considered

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gamification the point is game ification

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occurs when people take the sorts of

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things you typically find in games like

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points badges or timing and wrap them

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around a practical activity that is very

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much not a game like exercising or

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memorizing math equations on the other

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hand game based learning involves

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thinking about a game as a model of what

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takes place in the real world much the

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same way you might use a model plane to

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learn something about a real plane or a

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model skeleton to learn something about

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human anatomy with game based learning

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the game's environment models conditions

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and Concepts that we see in the real

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world such as accurate physics chemistry

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biology and history patterns for example

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the game Kerbal Space Program accurately

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models rocketry in physics the game

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civilization to some degree accurately

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models the factors that cause growth and

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evolution of human civilizations and

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even the classic history game the Oregon

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Trail accurately models the types of

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resource management and decision making

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required of pioneers on that trail in

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the 19th

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century research shows that gamification

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can have positive impacts on learner

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motivation when engaging in a task but

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in many other ways the learning benefits

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of gamification are very limited on the

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other hand there's a growing field of

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research that shows when Learners

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actually play through games that model

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real world Concepts they do in fact Come

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Away with an increased understanding and

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an improved mental model of the content

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represented in that game there are a

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number of Scholars doing work in the

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area of gameification and game based

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learning in the description below you

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can see some of the research papers that

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support these claims that's all for now

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make sure to subscribe to our Channel

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because in the next video I'll be

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talking more about the idea of games and

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mental

play04:40

models

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Related Tags
Game-Based LearningGamificationEducational ResearchLearning ModelsMotivationReal-World ConceptsSTEM EducationLearning StrategiesResearch InsightsEducational Trends