1.
Identify the topic
The author introduced his topic by referring to the latest
news in this field, which is that gamification is a new topic of research and
few is done on the impact of it. Then, the author establishes his main argument
that an educational game should be evaluated according to many variables such
as “whether a game is suitable for the learning content”, “whether the learning
content is suitable for a game in the first place”, “students’ previous
knowledge”, and “individual preferences”.
2.
Define key terms
Gamification
Gamification of learning: apply game elements to the
learning context; educational games: full-ledged games (share the same process
of gamifying)
3.
Discuss (the development of arguments)
After defining the topic, the author develops his arguments
by explicitly explaining the variables he mentioned in his thesis statement.
-A clear goal: game instructors should consider various
outcomes or goals and decide the priority of them, which is beneficial to
evaluation and improvement process.
(Possible goals: better grades from the students in
the low performance group; increase students’ collaboration skills through team
works.)
- Target group and user types: he verifies target groups by
listing, and he introduces two ways of classifying players, which are Bartle’s “four
types: achievers, explorers, socialisers and killers” and Marczewski’s five
types: player, socializer, free spirit, achiever and philanthropist. Also, he explains the difference between these
two ways of classification, which is that Marczewski identifies two types of
people: extrinsic and intrinsic players. He also points out the complexity of
real world.
-Gender, age, culture and academic performance: for each
point, the author makes an example to justify.
-Learning Content: the author points out that we should
understand how different types of games work and how do games align with
learning. Different games can promote different purposes of learning. Then he
refers to Kapp’s seven types of knowledge corresponding to its suitable game.
4.
Examples (to illustrate / reinforce the
argument)
·
When the author explains the part of a clear
goal, he reinforces his argument by specifically making examples in education
and library settings.
·
The author lists target groups in library
setting, including “freshmen, seniors, international students, business school
students,” “students with poor grades in writing classes.” From the list,
readers can clearly understand the variety of target groups, which should be
considered carefully.
·
When the
author talks about user types, he gives definitions after each type of player.
Furthermore, he makes concrete examples for each type. For example, “external
rewards” like prize or a gift is more suitable for “player” type, senses of “personal
mastery and achievement” should be the focus of “game mechanics and dynamics”
to “achiever” players, “socialiser” type are into social interactions, and
“free spirit” type are attracted by discoveries.
·
It’s meaningful to note that the author involves
many others’ research results when he discusses the influence of gender, age,
culture and academic performance, like “Kron et al.”, “Wohn and Lee” and
“Kanthan and Senger”.
·
When the author explains the relationship between
learning content and games, he lists specific games including card games,
jeopardy-style games, arcade-style games and adventure games, and each of them
has potential for different purposes.
When I read this article, I was impressed by the idea of
user types that different people are psychologically different when they are
involved in gaming process as some are intrinsically motivated but some are
externally appealed. This stresses the variety of characters and incentives in
students and the careful design of games in order to fit different target
groups, which is really student-centered education.
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