We're excited to announce that Dr. Stephen Slota will join us again as a guest BYTE speaker on May 23, 2017. This guest blog post helps you prepare for, and gives a preview of, his live learning session, Gamification: Strategies for Merging Learning Theory, Games, and Instructional Design.
In my previous blog post, I provided an overview of gamification with two specific goals in mind:
- Challenging the design community to ground projects in contemporary learning science rather than (or at least in addition to) any given technology.
- Defining gamification in learning science terms, with behavioral gamification, gamification for memorization, and gamification in character corresponding to behaviorism, information processing, and situated cognition, respectively.
Back in 2010—right as I was beginning my career transition into instructional design—games emerged as the educational topic du jour. They commanded the attention of millions by way of social media apps like FarmVille, and touch-screen tablets made it possible for designers to reach audiences ranging much younger and older than ever before.
James Paul Gee’s (2007), What Video Games Have to Teach Us About Learning and Literacy, had caught the eyes of experts in psychology, linguistics, communications, and digital media, and a new generation of games researchers began work to explain how and why games were so successful at capturing our attention (as well as the ways in which educators, business owners, medical professionals, politicians, and others could make use of said information).
50 Modern Blended Learning Blogs
Games have been a hot topic in education and industry since the early 2000s, with more organizations seeking to apply games as a way to motivate and engage clients, trainees, and professionals seeking new learning opportunities. But, even though the design process might seem all “fun and games” on the surface, it’s more nuanced than it looks.