Reflection assignement – Is gamification going to revolutionise education?
Overview
In this assignment, we’ll dive into a critical analysis of gamification and its practical applications in various real-world settings such as a classroom of teenagers, community centres, social projects, and more. While many videos and authors tout gamification as a revolutionary methodology, we want to explore whether this is true or whether its implementation is more nuanced and context-dependent.
Task
- Video Analysis: Watch the video titled “Gamification Sucks… – How to Improve Gamification – Extra Credits” from the Extra History YouTube channel.
- The video link is: https://www.youtube.com/watch?v=pq8dwfvHluc
- Tips for Viewing:
- Turn on subtitles/captions for better comprehension.
- Adjust the playback speed if necessary.
- Begin your reflection without being influenced by others. Avoid reading the YouTube comments at this stage.
- After forming your initial thoughts, read the comments on the video to see if they challenge or support your views.
Reflection Questions
- Consider the school context mentioned in the video. Also, consider another educational context relevant to you other than the school setting mentioned. This could be a community centre, a social project, etc.
- Evaluate the applicability of the ideas from the video in these contexts. Identify what might be feasible and what might not, explaining your reasoning.
- Explore the extent and limitations of gamifying these environments.. How far can and should we go in applying gamification principles?
- Assess the importance of interest, engagement, and the setting in creating an effective gamified environment. How do these factors influence the outcome?
- Critically evaluate the broader scope of gamification. Is it possible to gamify every aspect of education? And to what extent could gamification truly revolutionise the field?
Submission
Compile your reflections and analyses into a structured format. Your submission should offer a balanced view, incorporating your initial thoughts, insights gained from the video comments, and responses to the reflection questions. Remember, there are no right or wrong answers here – the aim is to engage critically and thoughtfully with gamification in education and beyond.