Professor Jeffrey Brand – Gamifying the Australian Curriculum (Oxford Conference 2014)
Jeffrey Brand presented a keynote on ‘Gamifying the National Curriculum’ at the Oxford Conference and tried to turn it into the first gamified keynote ever.
Gamifying is not a dirty word, he argued. Games have clear goals, immediate feedback and a social layer.
Other elements he saw as important were ‘badges’, levels, which signify ‘progress’. These have been in the ‘Horizon Reports’ since 2007 but which are not referred to more than sporadically in the AC.
Gamification is using aspects of games (game mechanics) in other activities, like learning. Games are problem solving activities approached with a playful attitude. Isn’t that what learning should be like? It’s different from GBL (games based learning) which is using existing games for classroom activities.
Game mechanics include: points, levels, increasing difficulty, low risk points, progress, narratives, quests, social engagement, mastery, virtual goods, leaderboards, use accumulation not averages …
Some final lessons:
- Design for narrative-play and flow. I liked that.
- Don’t add a thin layer, like badges, on content. Oops.
- Don’t force people to play.
I tried Class Dojo a couple of years ago and I’ve tried things which *might* be construed as game elements (badges etc) but this presentation didn’t really grab me, or convince me. I’m not a game player. I don’t know if my students need an extra artificial construct to be interested in the learning. The more the ‘game’ of the keynote progressed the more I disengaged. The woman next to me was the opposite, getting very animated, racking up points, enjoying answering the questions, ‘how many points was that worth?’, she called out. She interrupted him mid-sentence to point out the deliberate spelling mistake. She was more interested in the game than the learning. The game had supplanted the learning. I didn’t want to play the game.