Showing posts with label gamification. Show all posts
Showing posts with label gamification. Show all posts

Monday, May 7, 2012

The Shamification of Gamification

I'm late in getting out my post for the blog tour for Karl Kapp's new book, The Gamification of Learning and Instruction, and he kindly did not call me out on that last week...life has a way of messing with your timing sometimes. In preparation for this post, I've been reading what everyone else on the tour has been writing and trying to think of what I felt most passionately about writing. I was most interested in reading what Kathy Sierra and Clark Quinn have written, as I know where they both stand on the term "gamification," because honestly I haven't been a big fan myself.

When Karl asked me to contribute a chapter to the book and he told me the title, I'll admit I was conflicted and I told him. After all, my favorite article on gamification, written by Ian Bogost, was titled Gamification is Bullshit. Karl explained his desire to "take back the word" from the marketers and use it to our advantage. Just like my policy with my kids on using curse words, I had to remind myself that there are no inherently bad words, just words that can be used to hurt people. Somewhere along the line, gamification has become (in some circles) a four-letter word. And I'll tell you why: bad design.

It should be no surprise...any time a buzz word emerges, the bad design deluge follows. E-learning? yes. Mobile learning? yes. Virtual learning? yes.

And now, gamification. Sadly, again, yes.

Game design is not actually easy. Good game design is difficult, great game design is rare. To think that you can slap a reward mechanism on any system or pattern of behavior and suddenly its a game is naive.  To think that you can give people badges to reinforce behavior and that will translate into long-term learning and behavior change, or overall performance improvement? Really? It's not how humans learn, and its certainly not how we change.

The discussion of extrinsic motivators actually harming intrinsic motivation is critical here...we know, ultimately, people do what they want, not what they are "supposed" to do. Intrinsic motivation drives behavior long-term. Game design that can apply extrinsic motivation until intrinsic motivation is developed is what the goal of gamification SHOULD be; the reality is that badly designed gamification can actually cause learners to stop performing the desired behaviors once the rewards of the game are removed...the exact opposite of what we want to achieve.

This is why the casual use of gamification is so dangerous: the downside of bad design isn't benign or a simple waste of money. The downside of bad design is causing people to NOT do the things that will help improve their performance and achieve organizational goals. Just like medical school students are taught, the goal of gamification should be "First do no harm." The stakes are higher for bad design for the gamification of learning than for bad mobile learning or bad e-learning, and so, I'm taking my responsibility in talking about game design for learning all that much more seriously.

My chapter in Karl's book is on alternate reality games (ARGs) for learning. ARGs are an interesting blend of RPG design and gamification of "life"...they mix storyline with real-life tasks that you must complete to succeed in the game. For corporate learning, that looks like the recreation of the learners' work environment through the storyline, with the rewards/scoring mirroring how they would be evaluated and rewarded for performing successfully in their jobs. Creating an immersive learning environment that allows learners to practice in authentic contexts and rewards successful performance...is that gamification? Yes. Do I think a well-designed ARG is an example of a positive use of gamification for learning? Again, yes. And therein lies the rub.

I can't throw out the baby with the bath water. Yes, much current gamification is poorly designed and potentially harmful to accomplishing the goals its supposed to address, but there is potential for good design and learning and performance improvement when the design gets it right. We shouldn't be shaming people for embracing the concept of gamification; we should be educating people on what good game and gamification design looks like so that they can spot the bad design. As a designer of games for learning, I've worked hard to get to a place where I can talk to organizations openly about the potential of games for learning and performance improvement. It was inevitable, once that door was opened, that the snake oil salesmen would start clouding the market...and so they have.

Let's focus on the challenge of educating the market, not vilifying a word. After all, it is kinda catchy...and aren't games supposed to be challenging in order to be fun?



Wednesday, February 8, 2012

Competencies as achievements in the game of life

As another follow up to my participation at TechKnowledge this year, I tackled some big ol' buzz words today on the Ayogo blog: learning experiences, activity streams, and game mechanics. 

My brain works at intersections and these are three major concepts that seem to be moving towards a perhaps inevitable conclusion: technology already exists to build personalized curriculum, but the challenge is, can we DESIGN to support it? 

Looking forward to your thoughts...and more panel discussions with my co-conspirators, Aaron Silvers and Reuben Tozman

Tuesday, November 15, 2011

Achievements: what games get right and most training doesn't

I have well-defined, differing opinions on the term gamification. On the one hand, I'm a self-proclaimed games for learning advocate, I teach a graduate class on game design, and I make my living designing games. Clearly, I believe games can be an effective strategy for helping people learn and supporting the process to behavior change. On the other hand, the recent hype around gamification has caused an influx of poorly designed rewards systems to be pushed as "learning" when really they have just added an extrinsic reward layer that has been shown long-term to actually discourage the very behavior that the rewards were intended to promote. At its worst, gamification is simply a bad marketing gimmick.

As with all learning strategies, design is the key. There is well-designed classroom training, and there is bad. There is really effective e-learning, but there is also a lot of crap. And...there are good, engaging, effective and (gasp!) fun games...and lots that aren't. At its essence, the difference comes down to design.

Achievements are one of the mechanisms used in games to help players gauge their progress. Sometimes they are called badges, sometimes they are in the form of rewards in the game (access to special content, etc.). Achievements are used in games as "mini-rewards" to let players know that they are making progress towards the end goal. Maybe its simply a level up...but achievements let the players know they are making progress towards their goal, often in this context its winning the game.

Why aren't achievements used more in training? How do learners know how close they are to achieving competence in applying their knowledge toward a goal? Why don't we view the stepping stones of a learning path as a series of small wins instead of series of completions?
demotivational posters - ACHIEVEMENTS
see more Very Demotivational

Perhaps its because most training isn't provided in the context of behavioral objectives, or even business objectives. Perhaps its because training, courses and modules, and its completion, are actually viewed as the end goal. We focus very much on the battles, without communicating what constitutes winning the war.

Think about what we are rewarding when we track completion. The goal of training is to collect completion achievements. Sure, maybe you need to get 80-90% of the questions right, but then that is just some detail added to the completion goal. Our goals should not be to have people prove they sat in a class or finished an e-learning module. Our goals, the "boss level" of this game, should be performance goals, and our training opportunities simply steps along the path to support behavior change and performance improvement. If we aren't making the connections for our learners between the training they are asked to complete and how that training maps to steps of achievement as they are working towards their performance goals, how do they know what they are working towards, or how close they are to achieving it?

Have you identified performance goals for your organization's training curriculum? If not, what game are you asking your learners to play?