Gamification of Learning and Teaching in Schools – A Critical Stance

The ongoing transformation of learning and teaching is one facet of the progressing digitalization of all aspects of life. Gamification’s aim is to change learning for the better by making use of the motivating effects of (digital) games and elements typical of games, like experience points, levelli...

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Main Author: Marc Fabian Buck
Format: Article
Language:English
Published: Inland Norway University of Applied Sciences 2017-01-01
Series:Seminar.net
Subjects:
Online Access:https://journals.hioa.no/index.php/seminar/article/view/2325
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author Marc Fabian Buck
author_facet Marc Fabian Buck
author_sort Marc Fabian Buck
collection DOAJ
description The ongoing transformation of learning and teaching is one facet of the progressing digitalization of all aspects of life. Gamification’s aim is to change learning for the better by making use of the motivating effects of (digital) games and elements typical of games, like experience points, levelling, quests, rankings etc. Especially in the light of the success of Pokémon Go, multiple actors call for gamification of learning and teaching in schools as means for motivating students. From the perspective I introduce in this paper, gamification shows itself as reversion from serious pedagogical and didactical endeavours. This threatens to lead to the replacement of teaching by gamification and the (self) degradation of teachers to support personnel. In this paper, I argue that gamified learning and teaching suspends the fundamental, subversive, and critical moments only schools can offer. Furthermore, it can lead to subjugation and isolation of students due to its inherent closed and enclosing structure. I further show how the line of argumentation of gamification advocates iterates that of progressive education.
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spelling doaj.art-4194bd1e17d44c62a99981835145eb272022-12-22T02:22:16ZengInland Norway University of Applied SciencesSeminar.net1504-48312017-01-011312325Gamification of Learning and Teaching in Schools – A Critical StanceMarc Fabian Buck0Faculty of Education and Arts, Nord UniversityThe ongoing transformation of learning and teaching is one facet of the progressing digitalization of all aspects of life. Gamification’s aim is to change learning for the better by making use of the motivating effects of (digital) games and elements typical of games, like experience points, levelling, quests, rankings etc. Especially in the light of the success of Pokémon Go, multiple actors call for gamification of learning and teaching in schools as means for motivating students. From the perspective I introduce in this paper, gamification shows itself as reversion from serious pedagogical and didactical endeavours. This threatens to lead to the replacement of teaching by gamification and the (self) degradation of teachers to support personnel. In this paper, I argue that gamified learning and teaching suspends the fundamental, subversive, and critical moments only schools can offer. Furthermore, it can lead to subjugation and isolation of students due to its inherent closed and enclosing structure. I further show how the line of argumentation of gamification advocates iterates that of progressive education.https://journals.hioa.no/index.php/seminar/article/view/2325digitalizationgamificationgamesPokémon Goteachingcritical theoryHorkheimerArendtBiestaLangeveld.
spellingShingle Marc Fabian Buck
Gamification of Learning and Teaching in Schools – A Critical Stance
Seminar.net
digitalization
gamification
games
Pokémon Go
teaching
critical theory
Horkheimer
Arendt
Biesta
Langeveld.
title Gamification of Learning and Teaching in Schools – A Critical Stance
title_full Gamification of Learning and Teaching in Schools – A Critical Stance
title_fullStr Gamification of Learning and Teaching in Schools – A Critical Stance
title_full_unstemmed Gamification of Learning and Teaching in Schools – A Critical Stance
title_short Gamification of Learning and Teaching in Schools – A Critical Stance
title_sort gamification of learning and teaching in schools a critical stance
topic digitalization
gamification
games
Pokémon Go
teaching
critical theory
Horkheimer
Arendt
Biesta
Langeveld.
url https://journals.hioa.no/index.php/seminar/article/view/2325
work_keys_str_mv AT marcfabianbuck gamificationoflearningandteachinginschoolsacriticalstance