Three Tiers of Gamification in a College Course on Problem Solving for Global Challenges

IxD&A Pub Date : 2022-08-20 DOI:10.55612/s-5002-053-005
S. Tanimoto
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Abstract

Three different forms of gamification in learning are described in the context of an intensive four-week course for incoming freshmen at the University of Washington. The course covers topics from several disciplines including computer science, game theory, and the learning sciences. The three tiers of gamification are (A) students learn while playing games, (B) students learn when they formulate complex global problems as games, and (C) students learn as they take on agile software-development team roles as they create digital games. Each of these tiers has motivational justifications, and in addition, these tiers offer complementary benefits. For example, the gamification of “wicked” problems in tier B requires and stimulates meta-cognitive thinking. When the students themselves are charged with formulating the problems as games, they end up better understanding the factors that go into successful problem solving, including “thinking outside of the box” and reformulating problems to make them more tractable to solution. Presented here are the design rationale for the course, observations about student learning and challenges, and how the course’s pedagogy compares with methods described in the literature.
游戏化在解决全球挑战的大学课程中的三个层次
在华盛顿大学为即将入学的新生开设的为期四周的强化课程中,描述了三种不同形式的学习游戏化。本课程涵盖多个学科的主题,包括计算机科学、博弈论和学习科学。游戏化的三个层次是(A)学生在玩游戏时学习,(B)学生在将复杂的全球问题作为游戏时学习,以及(C)学生在创建数字游戏时担任敏捷软件开发团队角色时学习。每一层都有动机的理由,此外,这些层提供了互补的好处。例如,B层“邪恶”问题的游戏化需要并刺激元认知思维。当学生自己负责将问题表述为游戏时,他们最终会更好地理解成功解决问题的因素,包括“跳出框框思考”和重新表述问题以使其更易于解决。这里介绍的是课程的设计原理,对学生学习和挑战的观察,以及课程的教学法与文献中描述的方法的比较。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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