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GAMIFICATION IN EDUCATION


        A game plan for higher education





        Can gaming transform the way we learn?





          Professor Barry Dwolatzky, computer science advisor at University
          of the People, explains what gamification in learning is and how it
          is on a path to change the future of higher education.



             eneration Z are rapidly stepping onto the world stage. They are graduating from high school,
             entering the workforce and studying at tertiary education institutions. Referred to as digital
       Gnatives, this generation grew up with technology and have no knowledge of life without it.
        They are globally connected, incredibly mobile, entrepreneurial and crave autonomy – especially
        when it comes to education where they want flexibility on how, where and when they learn.
           Are our South African universities equipped to engage with and stimulate these digitally
        immersed learners? Wits University’s Emeritus Professor Barry Dwolatzky, who serves on the
        Computer Science Advisory Board of University of the People (UoPeople), a tuition-free, online
        university, says that conventional education models are starting to become superfluous in our
        modern age as more learners go online. “The brick-and-mortar style of tertiary education is set
        to be disrupted in the near future with a move towards virtual learning. With so much material   Professor Barry Dwolatzky
        available through technology anytime, anywhere, it is no longer necessary to physically attend a
        lecture with hundreds of people. Learners can watch and learn online from the comfort of their
        homes,” he says.                                                          about classroom activities are reversed,
           But can digital learning be as effective and engaging as in-person education? Teaching by   transforming learning into a hands-on,
        traditional methods with a blackboard and the teacher’s voice as focal point – or ‘chalk and talk’ –   differentiated and even personalised
        is already making way for more online learning spurred on by the global pandemic, while a more   learning experience. The theory is that
        informal and interactive approach that allows learners to study at their own pace has long been   students learn best when they have goals,
        acknowledged to inspire more effective learning.                          targets and achievements to reach for in a
                                                                                  way they perceive as fun. So, using game-
        Gamification                                                              based elements, such as virtual currency
        This is where gamification comes in. By blending the online method with interactive learning   or point scoring, problem solving activities,
        techniques, a new way of learning is created, integrating game elements and game thinking in   peer competition, teamwork, score tables
        activities that are not games. Technology, then, becomes a tool for active, instead of passive,   and advancements to higher levels help
        learning. Using game-based mechanics, aesthetics and critical thinking to engage people, it   learners assimilate new information and test
        promotes studying and increases motivation.                               their knowledge.
           While South Africa is not quite there yet with gamified education, with the digital divide a   As a computer science advisor to the
        stumbling block to including lower income learners in online learning, University of the People   online University of the People, Dwolatzky
        is opening up opportunities with its tuition-free model and is on the right path to making   has insight into how students respond
        gamification in higher education a reality. This is critically important for a country such as South   to online learning and what keeps them
        Africa where unemployment among the youth is at a record high and which is in dire need of   motivated. “Universities that recognise the
        jobseekers with tertiary certificates or degrees.                         connection between digital engagement
           Prof. Dwolatzky sees huge merit in gamifying learning and believes disruptors in the education   and student experience will be ahead of the
        sector should tap into this method of learning to keep students motivated and minimise dropout   curve in educating online learners.”
        rates: “There is a lot to be learnt from gaming. There is no penalty for failure – if you lose you   At UoPeople, learners participate in
        start again, taking the lessons learnt with you into the next game. There is no stigma attached   online discussion forums, peer review
        to failure – it is seen as part of progressing. People play in virtual multinational groups and learn   groups and graded quizzes, all of which
        to collaborate and communicate with players from different cultures in order to jointly solve   improve attitudes towards learning,
        problems,” he explains.                                                   Dwolatzky says. This is echoed by UoPeople
           World renowned game designer, author and researcher Jane McGonigal asserts that   President Shai Reshef: “Thanks to our
        gamification works because gaming triggers emotions such as joy, excitement, curiosity and pride,   strong online community, students make
        among others. Gamification is being used in business with good results, offering hope. McGonigal   connections from all around the world.
        believes that these techniques could be applied to revolutionise the ways through which higher   This is a resource for sharing information,
        education is delivered or assessed.                                       wisdom and support as well as for building a
           Gamification perfectly aligns with the flipped classroom concept, where traditional ideas   vibrant, international network.”



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