Page 16 - EngineerIT November 2021
P. 16
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.”
EngineerIT | November 2021 | 14