Gamification: Bad Design, Good Design

I was struck today during a portfolio conference with a student who was laboring under the perception that we were adversaries, that her job was to guess my mindset and reflect it back at me, fool me into believing she had learned something or improved her writing. She declared that she thought I might be refreshed by honesty. After a dozen amazing conversations with kids about their writing, I was rather stunned. Just prior to this conversation, I proctored a final exam. After the exam, a student squealed repeatedly about all of the “C” answers on the multiple choice – he had changed some because it seemed like too many Cs in a row to be correct.

So I believe this about gamification: When grades are on the line, design the game or be at the mercy of an implicit, insidious game.    Inherent in school’s current design is this game; we cheat to win games, to gain advantage. Shortcuts in games may win us some upper hand. When I was an offensive lineman, I was a master of holding, which is a penalty if caught. In fact, any decent O-lineman can tell you how not to be caught, just keep your hands inside and let go if they spin or get separation. Cheating in this case is built into the game play – defensive linemen learn how to get loose, “break the hands” off the jersey. This isn’t necessarily a flaw in the design of the game, though, because a certain type of holding gets penalized 95% of the time (hands outside the body).

In school, shortcuts save time or effort, and cheating more so. However, this isn’t built into the game play of school, because when kids cheat or take shortcuts, they lose. Granted, when we offer nothing of value to students, maybe they don’t lose. They do, however, develop odd superstitions like Skinner’s pigeons and erase a few Cs when all signs point to C. As I reflect on my own gaming of school as a teenager, I suffered from arrogant self-perception (likely do still, after all, I blog). The choices I made that cheated me out of learning or experiences like speaking another language hurt me. I like to believe that by being open and transparent, by giving students control over their learning and the expression of their learning as in this portfolio assessment, they will take some ownership and do something that displays growth. Many do, some don’t, and I’m focused here on the negative.

What is the solution to breaking the implicit games of school? Relationships first, transparency second. Third and fourth, choice and authenticity. If I can design a curriculum that is open, student-centered, and constructivist in nature, most students will come along. Designing a framework in which students can learn language skills by doing isn’t even that hard, but it sure looks different. Good design, thoughtful design, is important, because otherwise we stay victim to the implicit design and fight the same battles, again and again as the gamers lose. At the very least, we could try to design in some more fun.

How My Thoughts are Changing 2: Digital Natives?

Beyond information literacy (Dr. Gary Stager, linked blow, might blow me up for “fetishizing information”), I am not convinced at all by the arguments for or my experiences with “digital natives” insofar as they are more savvy with technology or somehow fundamentally different from earlier learners. As Siemens notes, “How people work and function is altered when new tools are utilized.” (¶32) He goes on in the same paragraph to state that “learning is no longer an internal, individualistic activity,” but I wonder when learning was? Babies and toddlers don’t learn language through monastic study because that’s silly and people are hardwired to learn in cooperation with one another (David Brooks is all over this in his book The Social Animal and related TED talks). So, as NYU’s Clay Shirky points out repeatedly in text and Ted, computing and networking allows us to connect and learn from people well beyond our physical space, but does this really fundamentally change us?

After all, as explored in “Living and Learning With New Media: Summary of Findings From the Digital Youth Project,” kids follow personal interests into the interwebs, emulating models and avoiding behaviors that might get them shunned. Kids create media, like digital photography, that lives up to “the expectation of an audience of friends that makes the effort worthwhile. Youth look to each other’s profiles, photos, videos, and online writing for examples to emulate and avoid in a peer-driven learning context that supports everyday media creation” emphasis mine (Ito, Horst, & Bettanti et. al 26). So what’s new? The learning is social, it self-organizes and creates genre – note the now classic high angle Facebook profile shot. But, I’m not sure that these kids have been radically altered beyond simply having new tools to use.

Will Richardson covers the flawed idea of “digital natives” when he writes:

One conclusion that I totally agree with concerns the knowledge that kids have around these technologies from a learning perspective:

Overall, as Bennett et al. (2008) suggest, there is little strong evidence for the main claims of the net generation literature, which they summarise as follows:

  • Young people of the digital native generation possess sophisticated knowledge of and skills with information technologies.

  • As a result of their upbringing and experiences with technology, digital natives have particular learning preferences or styles that differ from earlier generations of students.

Weller makes the point that

There seems little real evidence beyond the rhetoric that the net generation is in some way different from its predecessors as a result of having been exposed to digital technologies. There is some moderate evidence that they may have different attitudes.

Different attitudes, different practices, but not different hardwiring that gives students an innate leg up on my generation. Dr. Gary Stager responds to Richardson’s post in a comment by exploring the implications of the digital native perception this way:

First problem, the notion that being “exposed” to technology changes anything. Papert fought this simple-minded criticism of his work for decades.

I agree with the author that most young people have an alarmingly superficial understanding of or agency over the technology so central to their lives. We do not help this by fetishizing the information aspect of computers and pretending that “computing” (verb) is a thing of the past. For far too many kids, computer use in schools is a lot more like “Computer Appreciation,” just as science is often just “Science Appreciation.”

We conclude that the chatting we do over the Internet is revolutionary while leaving the curriculum untouched and unchallenged.

As we start to consider the movement from “hanging out” to “messing around” and “geeking out,” Stager often speaks about teaching computing, teaching robotics in constructivist learning spaces that support and allow for tinkering and exploring technology as “new spaces of possibilities” and authentic learning (Ito, Horst, & Bettanti et. al 26). Rather than teach PowerPoint 101, or “Computer Appreciation,” the curriculum should change and students should be getting their hands dirty, geeking out like the kids who, on their own, were:

Raised in a context where economic constraints remain part and parcel of childhood and the experience of growing up,xlvi they were able to translate their interest in tinkering and messing around into financial ventures that gave them a taste of what it might be like to pursue their own self-directed careers. While these kinds of youths are a small minority among those we encountered, they demonstrate the ways in which messing around can function as a transitional genre that leads to more sustained engagements with media and technology. (Ito, Horst, & Bettanti et. al 28)

What I see in my 1 to 1 classes is a lot of frustration with the basics and almost no programming, coding, hacking, or otherwise digging into the technology and geeking out. There may even be an argument to make for Computer Appreciation, but that should not be the end point. Students who have an opportunity to geek out and build stuff, break stuff, hack stuff, combine stuff, and otherwise play may have life altering experiences leading to self-efficacy with technology that becomes a career path, a lifelong ability to solve problems, or satisfaction at school that makes essay writing or calculus less painful. I’d say that’s a powerful potential. After all, we are all connected and problem solvers might help me, freeing me to do something else, teaching me to solve my own problem, or making something I use problem free. That’s the power of geeking out, as I see it.

 

How My Thoughts are Changing 1: Connectivism & Information Literacy

My reading as part of the ZIS Coetail cohort has me thinking a great deal about what we should be doing in schools to facilitate learning and information literacy with today’s technological tools. I’m going to explore this in two parts. First, I’m interested in information flows and school policies. George Siemens points out in his “Connectivism: A Learning Theory for the Digital Age” that

Learning, as a self-organizing process requires that the system (personal or organizational learning systems) “be informationally open, that is, for it to be able to classify its own interaction with an environment, it must be able to change its structure…” (p.4). Wiley and Edwards acknowledge the importance of self-organization as a learning process: “Jacobs argues that communities self-organize is a manner similar to social insects: instead of thousands of ants crossing each other’s pheromone trails and changing their behavior accordingly, thousands of humans pass each other on the sidewalk and change their behavior accordingly.” (¶15)

Immediately I wonder: can China learn? The authoritarian impulse to ban or control information is outmoded in governance and in education. At The European Laptop Institute at The Hague last fall,  numerous sessions revolved around the blocking of social media in general and Facebook in particular, often referring to this as the teaching of digital citizenship! Clearly, in systems with tight information control, students as a community are going to self-organize in ways that ultimately defeat and undermine the system that controls information, ants burrowing under the wall to borrow the earlier metaphor. This happens in places like China in really interesting ways (that link is eye opening!), and more famously in all of the countries of the Arab Spring. Why wouldn’t it happen in schools? Besides, it misses the point entirely. Autocratic moves try to impose order on chaos, but as Siemens points out, “Chaos, as a science, recognizes the connection of everything to everything.” (¶14) Rather than waste time and resources on controlling information, schools would be well served to transfer ownership of information to the community and work to add structure to channels or prioritize channels of connectivity. Additionally, schools should teach information literacy (digital and analog), because

When knowledge, however, is needed, but not known, the ability to plug into sources to meet the requirements becomes a vital skill. As knowledge continues to grow and evolve, access to what is needed is more important than what the learner currently possesses. (Siemens ¶31)

Firewalls and draconian policies transfer responsibility for navigating digital realms to the institution and away from students as users. We should seek to cultivate students as connoisseurs of information and as captains of their information channels. If we are “offloading” information into our computers and networks, then students have to have retrieval skills and higher order thinking abilities like analysis, synthesis, and evaluation. Schools should not seek to control information and should make kids information literate and not fall for the myth of the digital native, which I’ll look at in a subsequent post.