An integral part of adaptive learning programs, both the simple models already described and the much more complex systems that are currently under development, is an element of gamification. The term refers to the incorporation of points, levels (analogous to the levels in a typical computer game) and badges into the learning experience. In Duolingo, for example, users have a certain number of ‘lives’ that they can afford to lose without failing an exercise. In addition, they can compare their performance with that of other users, and they can win ‘lingots’, a kind of in-game currency which allows them to ‘buy’ lost ‘lives or to compensate for a day of inactivity.
Gamification and adaptive learning go together like hand in glove because of the data that is generated by the adaptive software (see the next post: Big data, analytics and adaptive learning). The whole thing is premised on comparing the performance of different students, so score cards and leader boards and so on are hardly surprising.
The idea behind this, in case it needs pointing out, is that it can make learning fun and, so, students will be more motivated to do the work, which seems more like play. It is a much hyped idea in education: eltjam referred to the ‘snowballing sexiness’ of the term. In an ELT context, most references to gamification are very positive. See, for example, eltjam’s blog post on the subject or Graham Stanley’s conference presentation on the subject. An excellent infographic summary of and advertisement for the benefits of gamification can be found at the Knewton website.
Not everyone, however, is so positive. Gamification has been described by some writers and researchers as the ‘pointsification’ of everything – the reductionist process of regarding all actions with points and increased personal scores (see, for example, Neil Selwyn, 2013, Distrusting Educational Technology, p.101). The motivation it may generate is clearly extrinsic, and this may not be a good long-term bet. Adults (myself included) get bored of gamification elements very quickly. For both adults and younger learners, once you’ve figured out how to play the system and get extra points (and there’s always a way of finding shortcuts to do this), interest can wane quickly. And once gamification becomes a standard feature of educational experiences (and not just English language learning), its novelty value will disappear.