Internet Learning Volume 3, Number 2, Fall 2014 | Page 51

Problems and Possibilities of Gamifying Learning: A Conceptual Review happens, students subsequently reject the lessons that they are being presented. In fact, Zichermann pointed out that the last time that students and teachers agreed that edutainment was enjoyable was in the early 1980's with the game Where in the World is Carmen San Diego? and Oregon Trail. According to Zichermann, four billion dollars have been spent on edutainment since the days of Where in the World is Carmen San Diego? and not a one of the games has been successful in capturing students' attention as a valid gaming and learning experience. He attributes this to teachers and parents getting involved in the design of the products and removing any of the elements that made it a fun game-like experience. Game-based learning In a more recent trend, scholars have examined how a concept called gamebased learning, which is learning through videogames, often commercialoff-the-shelf videogames (COTS) such as Minecraft, or serious games (games created that serve as simulations of real world events that have problem solving elements embedded) can be used to enhance student learning in class-related activities (Abrams, 2009; Gerber & Price, 2011; Gerber, Abrams, Onwuegbuzie, & Benge, 2014; Steinkuhler, Compton-Lily, & King, 2011; Squire, 2011), as well as have examined how these games impact a player's learning in out-of-school spaces (Gee, 2007; Gee & Hayes, 2011). In game-based learning experiences, videogames, either COTS or serious games, are brought into classroom learning, or after-school spaces and tied in with standards or learning objectives. In a study conducted by Gerber, Abrams, Onwuegbuzie, and Benge (2014), they designed a reading intervention class in a low performing inner-city school with students who were English Second Language Learners. In their 18-week mixed methods study, they incorporated a modified reading workshop, in which students self-selected COTS videogames from the classroom library, engaged in game play of these games during class, selected reading material and engaged in peer and teacher conferencing. What they found was students engaging in a constellation of connections among various literacy elements, leading them into inter-textual and cross-literate meaning making. The students exhibited growth in their reading and writing habits, attitudes, and this was evidenced by increases on their state tests in reading and writing. Within game-based learning environments students often exhibit growth or increased engagement with the topic of study. While game-based learning and edutainment are not synonymous with gamification, as mentioned previously, they all inform one another. However, one of the barriers that educators must overcome when considering bringing gamification into classroom environments is that gamification originally began as a method used in business and industry to increase productivity among workers, increase revenue in selling products, to gain new clients, and to retain existing clients. While there might be parallels in using gamification in industry and the classroom, educators, curriculum developers, and policy makers must exercise caution when bringing the same gamification concepts into learning situations that are used in industry situations, and they must fully explore both the affordances and constraints of gamification. This next section explores the perils and promises of gamification when concerned with its adoption into education and learning environments. 50