z-logo
open-access-imgOpen Access
Gamification of Learning and Teaching in Schools – A Critical Stance
Author(s) -
Marc Fabian Buck
Publication year - 2017
Publication title -
seminar.net
Language(s) - English
Resource type - Journals
ISSN - 1504-4831
DOI - 10.7577/seminar.2325
Subject(s) - argumentation theory , mathematics education , perspective (graphical) , isolation (microbiology) , pedagogy , psychology , sociology , computer science , epistemology , philosophy , artificial intelligence , microbiology and biotechnology , biology
The ongoing transformation of learning and teaching is one facet of the progressing digitalization of all aspects of life. Gamification’s aim is to change learning for the better by making use of the motivating effects of (digital) games and elements typical of games, like experience points, levelling, quests, rankings etc. Especially in the light of the success of Pokémon Go, multiple actors call for gamification of learning and teaching in schools as means for motivating students.From the perspective I introduce in this paper, gamification shows itself as reversion from serious pedagogical and didactical endeavours. This threatens to lead to the replacement of teaching by gamification and the (self) degradation of teachers to support personnel. In this paper, I argue that gamified learning and teaching suspends the fundamental, subversive, and critical moments only schools can offer. Furthermore, it can lead to subjugation and isolation of students due to its inherent closed and enclosing structure. I further show how the line of argumentation of gamification advocates iterates that of progressive education.

The content you want is available to Zendy users.

Already have an account? Click here to sign in.
Having issues? You can contact us here