Trying to find math inside everything else

Posts tagged ‘gamification’

Satisfying Work

Earlier this year, Justin Aion wrote a post about how he tried to make his class boring on purpose by just giving silent independent work, to make them appreciate what he was normally doing, and how it backfired gloriously. At first, he wondered what he can do to break them of this preference for what they are used to and what is easy. About two months after that, we wrote about a similar situation, and wondered the following:

I’m beginning to wonder if my attempts to give them more engaging lessons and activities have burned them out.  I’m not giving up on the more involved activities.  I want them to be better at problem solving, but I think by trying to do it every day, I haven’t done a good job of meeting them where they are and helping to be where I want them to be.

As I read more of Reality Is Broken, though, I encountered an alternative explanation. In the book, Jane McGonigal wonders why so many people play games like World of Warcraft and other such MMORPGs where the gameplay is not, shall we say, the most thrilling. Many people find enjoyment in what other players call “grinding,” playing with the sole purpose of leveling up. In general, it’s a lot of work to level up in the game to get to what is considered the “good” part of the game, raiding in the end game.

But it’s work that people enjoy doing, and that’s because it is satisfying work. Dr. McGonigal defines satisfying work as work that has a clear goal and actionable next steps. She then goes on to say –

What if we have a clear goal, but we aren’t sure how to go about achieving it? Then it’s not work – it’s a problem. Now, there’s nothing wrong with having interesting problems to solve; it can be quite engaging. But it doesn’t necessarily lead to satisfaction. In the absence of actionable steps, our motivation to solve a problem might not be enough to make real progress. Well-designed work, on the other hand, leaves no doubt that progress will be made. There is a guarantee of productivity built in, and that’s what makes it so appealing.

Well, now, doesn’t that sound familiar? It kinda hit me in the gut when I read it. As math teachers, we are often preaching that we are trying to teach “problem solving” skills – but the thing is, people don’t like solving problems! It made make think of those poor grad students who are working towards their PhD – grad school burnout is a big issue, and one of the major contributing factors is that grad students are trying to solve problems, and so often feel like they are getting nowhere. Their work is inherently unsatisfying, which makes those that can finish a rare breed.

Our students, of course, are not all made of such stuff. But I’m not at all suggesting we drop our attempts at teaching problem solving and only give straight-forward work. Rather, I feel like we need to find a balance – for the past year, as I embraced a Problem-Based Curriculum, I may have pushed too far in the problem-solving direction, and found my students yearning for straight-forward worksheets, just as Justin did. But they also enjoyed tackling these problems, especially when they solved them, and I do think they had more independence and problem-solving skills by the end of the year.

So what should I do? Dr. McGonigal ends the chapter by noting that even high-powered CEOs take short breaks to play computer games like Solitaire or Bejeweled during the work day – it makes them less stressed and feel more productive, even if it doesn’t directly relate to what they are doing. (This reminds me of the recess debate in elementary school.) So even as I go forward with my problem-solving curriculum, I need to weave in more concrete work, and everyone will be more satisfied by it.

The Problem with Gamification in Education

(I suppose I shouldn’t say “the” problem, because there are many problems that I won’t be directly addressing, like extrinsic vs internal motivation.)

I’ve read a lot about gamification in the classroom, and while I’ve often thought about it and borrowed some elements from it, I’ve never gone whole hog. The motivation aspect is one of the reasons, but today, as I started reading Reality Is Broken: Why Games Make Us Better and How They Can Change the World, by Jane McGonigal, I realized there’s more to it.

In the first part of the book, Dr. McGonigal provides a definition of games. A game has four defining features: a goal, a set of defined rules, a feedback system, and voluntary participation. And if you think about gamification, you can easily pick out which of those elements is missing.

Because schooling is mandatory and, if you are taking a particular class, the gamification of that class is also mandatory, gamification of ed itself is not a game. If I gamify my chores by playing ChoreWars, I am choosing to take part in that game (even if the chores need to be done regardless). But if my teacher chooses to use a system of leveling up and roleplaying in my class, it is no longer a game; it is a requirement.

When I tried to think, then, about what in education would best fit these four requires, the first thing that came to mind is BIG, Shawn Cornally‘s school in Iowa. There students choose to participate in some project of their own devising, creating the goal and the voluntary participation. Then it is the school’s job to provide the feedback and the rules.

(An aside on the importance of rules – Dr. McGonigal quotes Bernard Suits who said, “Playing a game is the voluntary attempt to overcome unnecessary obstacles.” The rules are those unnecessary obstacles, and the excellent example given was golf. The goal of golf is to get the golf ball in the hole, but if we did that the most efficient way (walking up to the hole and dropping it in), we would get little enjoyment from it. But by implementing the rules of the game, we make the goal harder to achieve and thus much more fulfilling.)

So the big warning to those who want to gamify their classroom is this: if you require it, it’s not a game, no matter what game elements you include.

A Boss Fight?

One of the things about arranging your grading system like a game, as well as being a math game aficionado, is that it is pretty easy to combine the two. While yes, students can take quizzes or write essays to gain levels, they can also beat me in a math game. Of course, I’m not easy to beat, so winning against me would really show some mastery. (I do, though, allow them to gang up on me when the game is more than 2 players.)

The only students that really challenge me are the ones that hang out in my room at lunch, even though I’ve offered the challenge to everyone. And it’s cute because when they do lose they get even more determined, often because they may lose by a very small margin. (This is occasionally by design.)

The only game I’ve lost so far is Blokus, where the two Kevins beat me (but my score was still above the 4th player). As a reward, I gave them a level in Visualizer, as I figured that was the most applicable skill to winning the game. Planning ahead and visualizing paths in your mind is a useful skill. That same skill is the reward if they beat me in Ricochet Robots. In that game a team of Jane and Kevin tied me, so I still gave them reward, but they didn’t win.

It’s interesting trying to match games with skills. For example, the reward for winning at 24 is Tinkerer (since you need to play with numbers and try different things to succeed). It’s easy for games I made myself: if they can win at the Factor Draft (an upcoming post, I swear), they are a master of factoring. I have considered giving some points, not quite mastery, if they win against their classmates or my co-teacher, but to be a master, you gotta beat the final boss.

I’d love to have a bigger collection of games that I can use as assessment of skills, not just algebraic skills but the Standards of Practice as well. Any suggestions?