Education Gamification and Scenario Based Learning is a Game Changer!
A simple explanation of Education Gamification and Scenario Based Learning:
Gamification of learning is an educational approach that is designed to motivate students utilisinggame elements within traditional learning environments. The aim is to maximize enjoyment and engagement through capturing the interest of learners. Therefore inspiring students to continue to learn and in a non-game context influencing learning outcomes and behaviours.
Scenario-based Learning is an approach that encourages students to take an active, integrated and inquiry-based approach to learning, through the use of realistic scenarios to contextualise learning.
Game Theory is the mathematical study of strategic decision making.
Strategic decision making can be understood as an individual (logical, capable) seeking to find a repeatable ‘return’ for their effort by discovering a dominant strategy which delivers the best outcome.
Games require rules to operate, defining the challenge and reward associated with player activity. The existence of rules provides the scale for the success of a game. Too many rules (even benign ones) will restrict interaction and become tedious, to few rules and the ‘price of anarchy’ becomes too high and the game can be broken or subverted.
Once the return / reward cycle reaches a replicable state it’s called ‘equilibrium’ (the dominant strategy has been identified). Once equilibrium is reached a game will continue to succeed if the reward is great enough or if the context shifts.
Delivering ‘gamification’ within education faces these challenges:
- The game must be ‘standard’ enough that the players are able to pursue a dominant strategy and reach equilibrium.
- The rules are defined enough to make the collection of data meaningful, yet diffuse enough that the player is largely unaware that they exist. Translating from cognitive learning, a high ‘price of anarchy’ may deliver a better educational outcome (students absorb better information when engaging from an ‘individual’ perspective).
In my analysis we want to produce a system that:
- Targets the activity of ‘learning’ as the focus for the game, not the content itself. Targeting specific content will provide too many disjointed contexts for an individual to piece together their dominant strategy.
- Lower the perceived rule set around education so that individuals are able to apply freedom in their strategic decisions around their learning.
The core task at hand is to identify the accepted model for the individual in this system, and then attribute a pragmatic economic understanding of how their equilibrium is defined.
If you’d like to know more or would like to have a chat Satch can be contacted via email@example.com or can find him on twitter @satchkp.
What is the Digital Education Platform?
The Loft Group has identified the need for a software platform upon which an individual can engage with content through self-organised educational models, benefit from proven social collaboration and be encouraged through the sharing of their efforts with industry professional mentors and peer groups. The purpose of this tool is to assemble the large concepts of education and make them more accessible and consumable by the individual.
The Loft vision for the ideal digital classroom is emerging. It meets the needs of the students and the community that surrounds them. It assists in the creation of innovative content design and supports delivery and assessment. It provides opportunity for active learning and collaboration amongst peers and mentors by putting control into the hands of the individual. In short, it’s not a room at all.
Organisations worldwide are experiencing the numerous benefits associated with deploying Digital Education Platforms. Regardless of organisation size or industry sector, Digital Education is contributing to the growth and success of many businesses by providing an efficient, cost-effective and hassle free educational experience.