Internet Learning Volume 3, Number 2, Fall 2014 | Page 47

Internet Learning Voume 3 Issue 1 - Spring 2014 Problems and Possibilities of Gamifying Learning: A Conceptual Review Hannah R. Gerber This article presents a brief overview of the concept of gamification and examines and compares gamification with edutainment and game-based learning. The paper theorizes that gamification in its current industry-driven conceptualization will not work when implemented in educational arenas, and that to be examined and used within educational frames, gamification must be re-examined and re-conceptualized. The 2014 New Media Consortium Horizons Report, Higher Education Edition (Johnson, Becker, Estrada, & Freeman, 2014) indicated that gamification and games in learning environments are quickly becoming an important development in educational technology, positing that these trends will become more mainstream within a two to three year adoption period. Gamification, the use of game thinking and game mechanics, is used to engage audiences and solve problems. As a growing trend in industry, it is also quickly gaining traction within educational arenas (Deterding, 2011; Kapp, 2012; Zicherman, 2011). Gamification, in its current conception, is a relatively recent trend/phenomenon emerging from the commercial videogame industry, which is a billion dollar industry that supersedes the music and movie industries. Due to the major success of videogames in today's culture, with as many as 97% of today's youth reported as playing videogames on a regular basis (Lenhart, et. al, 2008) and the age of the average gamer hovering around 30 years of age (Entertainment Software Association, 2013), scholars and industry leaders have begun to examine what makes these environments so engaging and have attempted to take these elements and create experiences for their customers, clients, or patrons. Defining Gamification As explained previously, gamification is the use of game thinking and game mechanics in non-game situations, but what exactly is game thinking and game mechanics? It is important to note that many game designers and researchers agree that gamification is more than points and leaderboards, and that certain elements and traits must be considered and included when gamifying a system (Bogost, 2011; Layne, 2011; Nicholson, 2012; Schell, 2010). Too often, companies and entities go forward with attempting to use gamification and they end up putting a glossy veneer of points and badges on a product (website or idea) that is possibly an undeveloped or underdeveloped process or idea, leaving some of the best traits of gaming, such as narrative and immersion, out of the experience (Schell, 2010). Many games scholars criticize gamification because of the simple focus on the points and scoring system, and lack of focus on the more nuanced meaning and engagement that games can generate 46