Internet Learning Volume 3, Number 2, Fall 2014 | Page 53

Problems and Possibilities of Gamifying Learning: A Conceptual Review Promises However, that is not to say that gamification cannot also hold promises. Games are fun and gamification, when employed judiciously and with the elements of good gaming can also be fun. As Koster (2004) points out, fun is and should be another word for learning. Good learning situations and environments are hard, but also fun and rewarding. McGonigal (2011) sees the promise of gamified engagement in what she calls Alternate Reality Games (ARGs). McGonigal sees these experiences as having the ability to connect the world and solve some of the world's most complex problems. Indeed, gamification, when used properly can do this. An ARG uses an interactive narrative in a real world setting and delivers it in such a manner to improve the life of the individuals who play the game and it inspires them to continue with the changes that they have made long after the game has ended. An ARG always has real world implications and can change people's lives for the better. In her second TED Talk, McGonigal described an ARG that she designed at a point in her life when she was suffering from recovery from a head trauma. The ARG that she created was called SuperBetter. In this ARG, Jane McGonigal created a game that allows individuals who had been diagnosed with severe and debilitating injuries, diseases, or health issues a game that allowed them to remain curious, optimistic, and motivated even in the most dire of circumstances. One of the most important concepts and promises that can be seen in using gamification is the power to engage and motivate people, and the power that gamified experiences have in tapping into collective intelligence. When social innovations occur because of the reliance on cooperative and collaborative efforts, like Foldit we see one of the most powerful possibilities for this type of learning experience. Foldit was a crowdsourced game experience that drew over 46,000 players who within ten days solved the mystery of how a key protein may help cure HIV-- a mystery that had thwarted top researchers and scientists. No matter how that is looked at, that is a powerful message for the promise of gamification. Future in Education As to the future of gamification in education educators need to be wary of using the most basic of game mechanics (the points and the leaderboards) and examine what makes truly successful game experiences so very successful. They must examine that which they want to gamify, and realize that videogames, and games in general, are in the simplest form an immersive experience, and that experiences are different for every person who encounters them. Games need to be better understood, and in line with what Zichermann (2011) has posited, in the future, if gamification is to be successful, both industry and education will need to hire individuals who are oversee the production of these experiences to ensure that the experiences that they are trying to promote are the actual best experiences for students based on sound theory and research in human psychology, both in social awareness, cognition, and learning theories. Gamification is not easy and should not be used as a bandage to fix an already broken system or cover up and make a problematic program attractive to users. Education is messy, and games are messy. As such, in order to tap into the most powerful way of using gamification in learning situations, like schools, we need to return to the works of play theorists Johan Huizinga (1950), Richard Caillois (2001), and 52