Game Learning Analytics: Agency in Learners
Benefits
Chapter 12 in our texts references the “magic circle”. This is where learners(or gamers) feel safe to explore and craft their own digital learning environment. This development of their environment sets the stage for the constructivist “rich environment for active learning.” Here students feel safe to test theories, to fail, and to persist in their learning. The use of Human Centered Design (HCD) and Universal Design for Learning (UDL) means we have the power to build more robust learning systems that respond to the unique needs of the learner.
Challenges
When gamification and the reward systems focus on positive reinforcement outside of the learning outcome, ie coins to buy a new outfit for an avatar or something of the like, what happens to the long-term agency in learning? With gamification, we can find the intent of learning is diluted. What happens when digital tokens and whizbangs unrelated to the learning content trump metacognition around the reason for learning?
To be clear, I am a proponent of using technology to increase engagement and enthusiasm for learning. But, as developers of these learning systems, we must regard the value of learning for learning’s sake as the most critical motivator within our designs. Education and learning is the best way to improve the human condition- that should be our deepest motivation for teaching and learning.
Reference
Reardon, E., Kumar, V., & Revelle, G. (2022). Game Learning Analytics. The Handbook of Learning Analytics, 152–162. https://doi.org/10.18608/hla22.015