Internet Learning Volume 3, Number 2, Fall 2014 | Page 50

Internet Learning and players who engage in dialogue and discussion about their favorite game. This concept of the social gamer is powerful to consider when thinking through elements to build into gamified experiences. Crowdsourcing is one such element that when brought into gamified experiences can be used for promoting social learning and socialization that often surrounds game environments. Crowdsourcing is often used in such a way to tap into the collective intelligence of a group and bring lots of minds together to think through problems. To engage players in crowdsourcing in such a way that it matches the highly social and collective intelligence nature of gaming affinity spaces, yet also matches the need of the gamified experience, it is important to ensure that the crowdsourcing experience that is being created has a real-world impact and connection. It is helpful in these instances if the player can see that what he or she is doing actually is making a difference in the real world. Properly gamified experiences should improve the user experience (Deterding, 2011; Nicholson, 2012). Including elements that improve ownership and immersion, narrative, feedback loops, and crowdsourcing, move beyond the simple concept of badges and points and bring a deeper experience to the players who are participating in the gamified experience. However, it is important to note distinctions within gamification, and understand the nuances of gamification, game-based learning, and even edutainment. Game-based Learning and Edutainment Before going further into exploring how elements of gamification can be used within educational context, a deeper exploration of the nuances of how games in general are used in educational contexts. Gamification is not edutainment, nor is it games-based learning. Often it seems that the spaces of edutainment and games-based learning get mixed up in discussions dealing with gamification and people use the term interchangeably when they are discussing separate concepts of edutainment and/or game-based learning. These three concepts (gamification, gamesbased learning, and even edutainment) inform one another, however, it is important to note that gamification is a system that is used within the design of a product or curriculum and it can occur within edutainment and game-based learning. However, it is important to note that gamification is not dependent upon either game-based learning or edutainment to be developed on its own, nor does gamification as a system need to be employed within game-based learning or edutainment. Edutainment To explain further, edutainment was defined in the 1980's as the use of entertainment devices or activities to teach school-based and education subjects or concepts. A Jeopardy-style game created about the Renaissance period, Math Blaster, Where in the World is Carmen San Diego? and Oregon Trail were all examples of edutainment that have been used in schools. Often, but not always, edutainment includes flashy products created for the sole purpose of teaching a concept. Some edutainment products are more effective than other edutainment products, however, one thing that should be noted is that edutainment products generally are met with disdain from students as nothing more than a glorified worksheet or activity that has been put into an electronic format (Zichermann, 2011). When this 49