The gamefication methodology is based on the use of playful tools in learning contexts, a banal example could be the primary school teacher who invites a game with prizes to explain articles or multiplication tables to her pupils. However, it should not be assumed that playful methodology can only be used with children; on the contrary, it can also be very effective with adults. Older people often find it very difficult to begin their studies with traditional methods, especially when we are talking about people who, for some reason, have not even been able to finish their high school diploma, which is the reason why they often give up their studies. A methodology based on gamefication, which brings these people closer to books in a more soft way, could be an effective solution.
The main elements for structuring effective gamefication courses are:
Defined objectives: One of the problems with this methodology could be that the pupils, especially when we are talking about adolescents, do not take the course seriously. Setting clear objectives from the outset that explain "why we do what we do" would certainly help to provide greater seriousness.
Feedback: Another of the potential risks is that pupils may have a feeling of loss or even general distrust. The world of play is so varied that it is possible to take a million different paths, so it is important that teachers do not sin by being arrogant and that they regularly meet with pupils to get feedback on their work, being ready to reverse course if things go wrong.
Gradual progression: Creating efficient learning paths also means structuring processes that stimulate people's self-efficacy and self-esteem. That is why it is important that the objectives progress gradually based on the learners' abilities and skills. To stimulate people, it is also possible to generate playful challenges, because competitive motivation drives human beings to give their best. However, a great deal of care must be taken when using these elements, a clear example of which would be to modify the teams on a daily basis to ensure that no groups are created that could disrupt the peacefulness of the whole class.
Collaboration: Traditional learning methodologies have always been extremely individualistic, they are essentially structured in this way, the teacher explains a topic on which he will then take an oral or written test. In this case, collaboration between the pupils can only potentially occur if they decide to study together for the exam. In contrast, gamefication is completely based on collaboration, the games that can be played individually are in fact very few, so in most cases we will see involvement between pupils.
Engaging narratives: When we speak above all of courses structured for an audience of adults, the risk that this methodology may bore them is real. The right target group must therefore always be found. A fundamental element is therefore to provide engaging narratives that arouse and stimulate the interests and aptitudes of the class.
Freedom of choice: It is important that pupils have the possibility to influence the course of events, this will increase their degree of autonomy and probably their satisfaction
Once the structural elements of gamefication have been analysed, it is immediately possible to understand the many advantages this methodology can provide, and I personally believe it is necessary to emphasise two of them. Firstly, as already underlined in the introduction, this method could stimulate those who are unwilling or unable to return to study with traditional methodologies to resume their studies. In Italy, for example, the rate of adults between 25-64 years old who do not have a high school diploma will be about 20.50% in 2022, maybe the completion of a different educational system could help these people. Also for immigrants, especially those who do not have high language skills, gamefication could help with cultural integration.
The second advantage is then the social dimension of this method, in an extremely individualistic world, the offer of spaces that encourage involvement, the exchange of opinions, ideas and values through play can greatly benefit the human psyche.
Giovanni Fierro
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