edtech504-gamification and game based learning in the 21st century constructivist classroom
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Gamification and Game-Based Learning in the 21st Century Constructivist Classroom 1
Gamification and Game-Based Learning in the 21st Century Constructivist Classroom
Nicolas Hernandez
Boise State University
Abstract
This paper will explore game-based learning and gamification from within the context of constructivist learning theories. This paper explains how game-based learning and gamification have strong ties to constructivist learning theories. This paper will also examine case studies that evaluate the effectiveness of game-based learning and gamification in the classroom.
Keywords: Game-based learning, gamification, constructivism, social constructivism, social activity theory, cognitive constructivism
Gamification and Game-Based Learning in the 21st Century Constructivist Classroom 2
Introduction
If one takes a trip to an elementary school playground while children are outside, they
will likely see children running, jumping, and playing. The children may play cooperatively, and
sometimes they may play independently. It is a well-known and documented that play helps
children learn (Whitebread, Coltman, Jameson, & Lander, 2009). Children engage in play
effortlessly and naturally. They create games to play with each other, establish rules, and teach
each other how to play. By the time children leave elementary school, they have spent a
considerable amount of time playing games (Erenli, 2013). But, as children move into higher
grade levels they spend less time playing games in educational settings (Erenli, 2013).
Playing games, however, does not stop once a child leaves elementary school. The game
playing just takes on a different form. According to Erenli, approximately 97% of school-aged
children are engaged in a videogame or computer game activity. Furthermore, he stated that
adults continue to play games as well. He noted the average age of a video game player as 37
years old (2013). The video game market is very large. Consumers are expected to spend in
excess of $100 Billion on video games this year (Kim, 2015c). In the U.S., it is reported that
more than three out of every four households own video games (Erenli, 2013). The popularity of
video games often leaves educators frustrated as they have to compete for students’ attention
with video games at home and in the classroom (Nworie & Haughton, 2008). However, some
educators have observed how engaged their students are when they are playing video games.
They desire a similar level of engagement and excitement by their students towards the lessons
in their curriculum (Waddington, 2015). It is not surprising that some educators have identified
the constructivist benefit of using games in a 21st Century classroom. They incorporate games
and game concepts in their classrooms in an attempt to capture some of the magic they witness
Gamification and Game-Based Learning in the 21st Century Constructivist Classroom 3
when they observe their students play video games (Erenli, 2013). The purpose of this paper is to
examine gamification and game-based learning within the context of constructivist learning
theory and the potential benefit of using game-based learning and gamification in the classroom.
Constructivist Learning Theories
Constructivist learning theory maintains that learning occurs when students create
meaning from their learning experiences. The theory places the learner at the center of the
learning environment. Active participation is a key component of constructivism. Every moment
is viewed through a lens of prior experiences that help the learner formulate the meaning within
the current context. It is through active participation that constructivists believe meaning is
created (Ertmer & Newby, 1993).
Constructivism theory is multifaceted. Social activism theory, social constructivism, and
cognitive constructivism are theories that fall under the constructivist theory umbrella. These
theories will be discussed because all three theories have an implication in game-based learning
and gamification. Social activism theory, developed by John Dewey, maintains that learning is a
social exercise involving authentic scenarios. Social learning was also important to Lev
Vygotsky, who developed Social constructivism. Vygotsky postulated that learning occurred in
what he called the “Zone of Proximal Development” with the assistance of others. According to
Nassaji and Cumming, the “Zone of Proximal Development is the distance between a student’s
ability to perform a task under a teacher’s guidance or with peer collaboration and his/ her ability
to solve a problem independently” (as cited in Wu, Hsiao, Wu, Lin, & Huang, 2012, p. 268).
Cognitive constructivism also builds upon prior knowledge. The theory proposed by Piaget,
holds that learning occurs as knowledge is taken in, and the learner can reconcile past knowledge
Gamification and Game-Based Learning in the 21st Century Constructivist Classroom 4
with new knowledge and assign their personal meaning to what was experienced ("Cognitive
Constructivism", 2015).
Games in the Classroom
Savvy educators will go to great lengths to engage, motivate, and provide their students
with wonderful learning opportunities. These early adopters were among the first to start using
game-based learning and gamification in the classroom. In order to completely understand how
games, gamification, and game-based learning can be used in the classroom, one must first
understand how the terms are defined. According to Caillois, a game is an activity that has six
primary components. A game must be “fun,” “separate,” (from normal activities) “uncertain,” (in
outcome) “non-productive,” “governed by rules,” and “fictitious” (as cited in Erenli, 2013, p.
15). Erenli also includes a definition by Crawford that describes a game as “an interactive, goal-
oriented activity, with active agents to play against, in which players (including active agents)
can interfere with each other” (as cited in Erenli, 2013, p.16). Erenli concluded that the
combination of the two definitions with the exclusion of the term “non-productive” was a sound
definition for a game (2013).
Having established a definition for a game, we can then begin to define game-based
learning. Game-based learning is the use of games (either commercially available or created by
an instructor or student) to relay educational concepts and further the curriculum. In game-based
learning, a game is a tool that is used to teach new concepts or to enhance a learning experience
(Erenli, 2013; Lin et al., 2013). According to Lin et al., “game-based learning theory is grounded
in the concept that a competitive game environment requires students to actively participate,
thereby increasing their desire to learn” (2013, p. 272). Game-based learning may involve a
variety of genres. According to Hong, Cheng, Hwang, Lee, and Chang, “action games,”
Gamification and Game-Based Learning in the 21st Century Constructivist Classroom 5
“adventure games,” “fighting games,” “RPG,” (Role Playing Games) “simulations,” “sports
games,” and “strategy games” are the seven major digital game genres (Hong, Cheng, Hwang,
Lee, & Chang, 2009, p. 424). It is the job of the educator to facilitate the learning through the
playing of the game in whatever genre of game is chosen for the specified learning objective
(Hong, Cheng, Hwang, Lee, & Chang, 2009).
When discussing game-based learning, one may encounter the term, digital game-based
learning. As the phrase implies, digital game-based learning is game-based learning with an
added digital component (Woo, J. 2014). Game-based learning and digital game-based learning
are often used interchangeably, but it is possible to have a game-based learning educational
environment that is free of technology. For the purposes of this paper, the broader definition of
game-based learning will be used so as not to exclude digital games.
According to Deterding, Dixon, Khaled, and Nacke, gamification is "the use of game
design elements in nongame contexts" (as cited in Erenli, 2013). But others define gamification
differently, Zichermann and Cunningham believe “gamification is the process of game-thinking
and game mechanics to engage users and solve problems” (as cited in Kim, 2015a, p. 14).
Simply put, gamification creatively uses game-based elements, and mechanics, to engage
learners and create a rich learning environment (Erenli, 2013). This can take shape in many
different ways. For example, a school in Michigan used gamification to turn the summer reading
program into a game that allowed students to choose specific reading paths. Students earned
rewards and points for accomplishing the reading tasks. Codecademy is a website that teaches
people how to write computer code. The site uses game style elements, offers rewards, and
provides the learners with badges for completing coding lessons. While only two examples are
Gamification and Game-Based Learning in the 21st Century Constructivist Classroom 6
mentioned above, gamification can be used in almost any domain to add a game layer to an
already existing framework (Kim, 2015b).
Game-based learning, Gamification, and Constructivism Theories
Game-based learning and gamification are increasing in popularity in classrooms around
the world as teachers strive to engage their students and enhance their learning experiences
(Erenli, 203). Many teachers can see their students are engaged with the games they play, and
they are attempting to achieve the same level of engagement with the content they wish to teach
their students. An educator’s desire to bring games into the classroom has legitimate educational
implications. Game-based learning and gamification can also be tied to constructivist learning
theories (Wu, Hsiao, Wu, Lin, & Huang, 2012).
Cognitive Constructivism. Jean Piaget claimed that game playing could help a child be
more familiar with the creative elements of their imagination (Hong, Cheng, Hwang, Lee, &
Chang, 2009). Games by their nature, require game players to create meaning as they play
games. A game player must derive meaning from the game instructions, environment, controls,
colors, sounds, characters, storyline, and even how others play the game. A cognitive
constructivist would agree that as a game player advances through a game, the actions and
outcomes the player encounters would be taken in by the game player and the player would
react, adapt, and act accordingly to new circumstances in the game. This relates game-based
learning to constructivist learning theory at a fundamental level ("Cognitive
Constructivism,"2015). Gamification infuses game-like elements into non-game environments,
thus effectively creating a game-based learning environment (Erenli, 2013). Gamification can
therefore also be linked to cognitive constructivism.
Gamification and Game-Based Learning in the 21st Century Constructivist Classroom 7
Social Constructivism. Games, when played with others, are social experiences because
a game player must interact with other players in the game. Whether a player is playing a game
cooperatively with others or competitively against others, makes little difference to the social
constructivist learning with which the game player is actively engaged. In a cooperative game,
the game player will progress through the game and learn along with the other players who are
also playing the game. In a game like Minecraft (which provides game players with an open
world environment) for example, players can play the game cooperatively if they choose to do
so. Cooperative game players can help each other survive, collect resources, share important
recipes for creating new resources, provide help with game controls, and can help new players
learn how to the play the game in general (Elliot, 2014). In a competitive game like Minecraft,
the players also learn socially. Because they are engaged in the game with other players, they
will learn tactical information about their opponents like their location, weapon types, hideout,
etc., which can be used to gain an advantage. In both cases described above, the learning requires
a social interaction in order to take place. As the game players progress through the game and
learn from the social interactions with others, the players’ “Zone of Proximal Development” will
scaffold upward. This is consistent with social constructivism (Wu, Hsiao, Wu, Lin, & Huang,
2012). In a similar fashion to the relationship with cognitive constructivism, gamification can be
tied to social constructivism because of the game-based environment created by a gamification
system (Erenli, 2013).
Social Activism Theory. Roblyer and Doering asserted that social activism theory is
“learning as social experience” and that advancement occurs when students are actively involved
in learning situations that have true to life implications (2013, p. 42). Since social activism
theory specifically requires real-world scenarios or issues, the theory is particularly interesting
Gamification and Game-Based Learning in the 21st Century Constructivist Classroom 8
when it is considered within the context of game-based learning and gamification. Simulation
style games are games that immerse the player into a simulation that can involve real-world
situations (Hong, Cheng, Hwang, Lee, & Chang, 2009). These games can provide the learner
with opportunities to learn from real-world scenarios. In the Peacemaker game, students are
immersed in the conflict between Palestine and Israel. They are placed in a leadership role on
one side of the conflict, and they are expected to navigate through difficult true to life diplomatic
negotiations to resolve conflicts (Cowley, Heikura, & Ravaja 2013).
A game such as this one can help students learn difficult concepts rich with real-life
learning experiences. This applies to gamification as well, Kim stated that “since gamification
uses game mechanics and dynamics for educational purposes, serious games and gamification
are often discussed together, and their boundaries tend to blur” (Kim, 2015b). In both cases,
social activism theory is at the center of the learning experience because the learning is social,
and it applies to real world scenarios (Roblyer and Doering, 2013).
Related Research
Since we have established the definitions of game-based learning and gamification and
their inherent links to constructivist learning theories, we are now ready to examine case studies
conducted to evaluate the effectiveness of using game-based learning and gamification in
learning environments.
Game-Based Learning Research
Elementary Education. Chuang and Chen studied the effectiveness of game-based
learning when compared to computer-assisted instruction with children. The study was
conducted on 115 third graders in Taiwan. The students were placed into separate groups. One
group used a video game to learn about fighting fires, and the other group would use computer-
Gamification and Game-Based Learning in the 21st Century Constructivist Classroom 9
assisted instruction on a website. The data show that there was a significant positive difference in
achievement for the group playing the video game when compared to the group using the
computer-assisted instruction. The research also suggests that video game playing may promote
problem-solving skills, creativity, and higher order thinking skills (Chuang and Chen, 2009).
Disadvantaged Students. Elliott conducted a case study of the use of a video game in
the classroom with 8th grade “disadvantaged” students in Australia. Students used Minecraft, an
open world, and open-ended video game by Mojang in a literature curriculum. Elliot discusses an
unintended consequence of using the game in the classroom. One student, who was a poor
performing student and an outcast, was knowledgeable about Minecraft and was asked by the
teacher to help other students. According to Elliot, the student received praise from other
students, was regarded as an expert, and began to perform better in other classes as well.
Students with Special Needs. Ke and Abras conducted a study on the effectiveness of
game-based learning on populations of American schoolchildren with special needs. The study
was conducted in New Mexico and included nine students with special needs. The study found
that “educational games, if well designed and used, can promote engagement and learning for
students with special learning needs” (Ke & Abras, 2013, p. 239).
Gamification Research
Economics. Chen, Burton, Mihaela, and Whittinghill conducted a study on a
gamification system called COGENT that is used with university students. The COGENT system
uses virtual currency for real world tasks and is designed to motivate and engage students. The
case study evaluated 32 undergraduate students from all four grade levels to gain insight into the
experiences students had with COGENT and gamification in general. The authors suggested that
the COGENT system had a motivational effect on students, but they also point out that the focus
Gamification and Game-Based Learning in the 21st Century Constructivist Classroom 10
group participants claimed that participation was sporadic. The study results pointed to issues
around the design, implementation, complexity, adoption, and support of the COGENT system.
The authors suggested that these issues must be addressed with care in order for a successful
deployment of a gamification system (Chen, Burton, Mihaela, & Whittinghill, 2015).
Science. Hakulinen, Auvinen, and Korhonen conducted research on the use of badges in
a university level computer science classroom in Finland. The study was randomized with the
control group not being offered the opportunity to earn badges and the treatment group being
told about the badges and the criteria for earning them. There were eight different badges offered
to the treatment group. The badges were designed to encourage specific student behaviors the
researchers felt would help student performance in the course. Examples of these behaviors
included mistake-free work and submitting work early. The research showed that by offering
badges to students, students did the extra work required and intentionally tried to earn the
badges. The students were motivated to learn by gamification that was in place. The authors
stated this meant that the control group’s behavior was closer in line with the encouraged
behavior (Hakulinen, Auvinen, & Korhonen, 2015).
Conclusion
The use of game-based learning and gamification is a growing trend in learning
environments. Results from research on the use of game-based learning in educational settings
are encouraging concerning student motivation and performance. The case studies reviewed for
this research showed an educational benefit of game-based learning for students of various ages,
grade levels, and demographics. Despite some issues with potential distractions, the results show
that using game-based learning in the classroom can have a beneficial impact on learning. Game-
based learning is also supported by constructivist learning theory. Cognitive constructivism,
Gamification and Game-Based Learning in the 21st Century Constructivist Classroom 11
Social activity theory, and Social constructivism can all be tied to constructivist learning
principles.
In a similar fashion, gamification research yielded positive results concerning student
engagement and motivation, and like game-based learning, gamification is also supported by
constructivist learning theories. Despite the benefit to engagement and motivation, there are
some issues around how gamification is designed and implemented that have to be addressed to
achieve the best results. Whether gamification or game-based learning will appear in every
classroom remains to be seen, but the instructors who choose to use it now have evidence-based
research and constructivist learning theory principles to support their desire to do so.
Gamification and Game-Based Learning in the 21st Century Constructivist Classroom 12
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