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Gamification A Constructivist Approach
Gamification A Constructivist Approach
Gamification A Constructivist Approach
EdTech 504
25 September 2016
“Perception is reality.” It’s an old saying that touches on the importance of appearance.
Sometimes the way something is perceived is more important that the way it really is. When it
comes to learning, Constructivism maintains that the way that we understand the world depends
on the way that we perceive it. Constructivists do not deny reality; but, meaning is not acquired,
rather it is created. (Ertmer & Newby, 2013) As a learning theory, Constructivism maintains that
learning activities alone will fail if students are not allowed to engage and interpret new ideas.
(Cobern, 1993) Unlike Cognitivist theories which believe that knowledge is transferred from
one person to another; Constructivism says that individual experiences determine a learner’s
There are two main Constructivist views. The first, Individual Constructivism based
mainly on the work of Jean Piaget who believed that constructive learning activities were an
individual process separate from any cultural artifacts. Dev Vygostiskian, on the other hand,
the application of game design theory and strategies to non-game related fields. The primary
have no problem engaging not only young people but people in general, it makes sense to look
relevant experiences for the learner. (Ertmer & Newby, 2013) This particularly relevant today
when students increasingly see school and schoolwork as irrelevant. Gamification creates an
alternate reality for students, making school look and feel more like a video game than a typical
classroom. This shift attempts to accomplish two primary things. The first is engage the
students in a fashion that they are familiar with. Secondly, by creating a game like an
environment, it provides a relevance for why the learner should engage with the class.
Some of the changes are simple vocabulary changes like calling assignments “quests,”
groups “guilds,” or exams “Boss Fights.” Other changes are procedural. Grading in a gamified
classroom represents a larger procedural change. Instead of students grade being determined by
the percentage of correct answer the student provides over the course of the term. A student
starts with zero points earning “experience points.” as he or she completes assignments. As the
student accumulates experience points, the students “levels up.” A student gets an “A” in the
course once they have earned a pre-determined number of experience points and level. The
primary purpose of these changes is to “anchor learning in meaningful contexts.” (Ertmer &
Vygotsky’s identifies three zones of activity. The first represents the current
understanding of the learner. In this zone, he or she may complete the task without assistance.
The second zone, the Zone of Proximal Development the learner may achieve the task with some
guidance or instruction. Finally, the third zone represents tasks that are out of reach of learner
even with guidance. (Gillen, 2000) Game design has similar zones of engagement. The first
being trivial tasks, the third impossible. Game designers try to keep players in the second zone
where tasks are challenging but achievable, keeping the player engaged but not frustrated.
Cooperative learning in a major factor of Constructivist learning theory. Knowledge is
fostered through interaction with others. (Loyens, Rikers, & Schmidt, 2009) Gamification
encourages cooperative learning through the use of “guilds.” Guilds, like many aspects of a
gamified classroom, are largely a vocabulary change to create an alternate reality in the class.
Guilds are groups of students who are working together on class projects. Unlike typical student
groups, however, guilds are often permanent and will continue to work together throughout the
Perhaps the most powerful aspect of a gamification in education is the use of Quest-
Based Learning (QBL). QBL addresses several principles of Constructivism. QBL offers
students a list of “quests” or assignments that they may choose from in order to complete and
submit for experience points. Students are not required, nor are the expected to complete all
available quests. The multiple quests are there to provide students with choice, giving the
students agency in choosing their path through the course. Along with agency QBL allows the
instructional designer to “revisit content and different times, in rearranged contexts, for different
purposes, and from different conceptual perspectives.” (Ertmer & Newby, 2013)
The Constructivist learning theory states that learning can only occur when the learner
conceptualizes new experiences. Learning can not be transferred from one learner or teacher to
another. Whether you are an Individual Constructivist, like Jean Piaget or a Social
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