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- W2750573660 abstract "How Gamification Misses the Mark: Playing through FailureOh, the places you'll go! There is fun to be done!There are points to be scored.There are games to be won.I'm afraid that some times you'll play lonely games too.Games you can't win 'cause you'll play against you.-Dr. Seuss, Oh the Places You'll Go!Over the past decade, as researcher, I have had the opportunity to observe dozens of young people play hundreds of hours of video games1, mainly AAA (Triple-A) commercial-off-the-shelf video games. AAA video games (also known as big-budget video games) are games such as Lara Croft, Super Mario Bros., Mass Effect, Grand Theft Auto, Assassin's Creed, and Super Smash Bros. My observations have included youth playing video games in the comfort of their homes, youth playing video games in public library video gaming spaces in Teen Rooms and Kid Centers, youth playing commercial-off-the-shelf video games in English classrooms as part of game-based curriculum, and youth playing video games in collegiate eSports practices and competitions.These observations have allowed me to gain unique understanding of youth video game play as an amalgamation of complex and diverse literacies practices that are collaborative, dynamic, and user-driven. Yet, the success of video games' influence on these informal learning activities is intertwined with their commercial success. Video gaming practices are part of an extremely relevant and lucrative entertainment industry. This entertainment industry is nearing the $100 billion mark ($99.6 billion in mid-2016 and anticipated to reach $118 billion by 2019), surpassing the film and music industries (Newzoo). As James Paul Gee insightfully noted, gaming is a cultural phenomena that people are paying to play long and hard and difficult thing that has to be successful in teaching them to play it because it will go broke if it doesn't.Gamification Gone WrongIn the last few years, the popularity of commercial video gaming has been harnessed in both industry and education through concept called gamification. Gamification is the use of game mechanics (the rules and methods for interacting with game) within nongame contexts (classrooms, business, industry, etc.) to encourage user uptake of behaviors, ideas, and concepts (Isaacs). An example of popular gamified experience is loyalty rewards program, much like frequent flyer program or shopper reward card. Several researchers have cautioned against this simplified view of gamification because it relies on using extrinsic rewards to motivate and engage clients versus designing gamified experiences that engage clients in play and experimentation that instill the development of intrinsic motivation (Bogost; Gerber; Nicholson; Schell).In education, the opportunity to employ gamification techniques in classroom spaces has grown exponentially. Individuals who seek to learn about educational gamification can do so in multiple ways: sessions and strands on gamification have exploded at education conferences around the world (e.g., International Society for Technology in Education/ISTE); free massive open online courses (MOOCs) on gamification allow learners to move at their own pace (e.g., University of Pennsylvania's MOOC on Gamification hosted on Coursera); and there are books on how to gamify one's class (e.g., Karl Kapp's The Gamification of Teaching and Learning). In addition, there have been plethora of online applications that have been developed specifically for teachers interested in gamifying their classrooms, such as Class Dojo, Badgeville, Gradecraft, and Classcraft. Though some of these applications allow teachers to create an environment for more immersive and authentic learning (e.g., Classcraft), others, such as Class Dojo, are behavior management systems aimed at gamifying students' behaviors in class. This is done by keeping students on task (i.e., practicing good behavior), which is monitored through systems of pings and emoticons (e. …" @default.
- W2750573660 created "2017-08-31" @default.
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- W2750573660 date "2017-07-01" @default.
- W2750573660 modified "2023-09-26" @default.
- W2750573660 title "Soft(a)ware in the English Classroom" @default.
- W2750573660 hasPublicationYear "2017" @default.
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