In the third grade, I was rewarded for being the fastest to complete a series of long division problems on the blackboard. My prize, a Flintstone’s eraser, wasn’t even a good likeness of Dino, but I carried it with me for weeks. These days the reward I crave is the happy jingle from my iPad when I’ve completed the daily New York Times crossword. My awareness that I’m only sort of joking when I admit it’s my favorite song helps explain my ambivalence at incorporating similarly trivial rewards into my own classes. Frankly, it’s a little embarrassing to be so eager for such superficial affirmations.
Gamification, using elements of reward and friendly competition to encourage effort and engagement, is both simple and intuitively appealing. That it effectively lights fires — at least in some learners — is clear enough. Nudged onward by the promise of leveling up or of earning a virtual ribbon, we do sometimes perform more diligently and enthusiastically with these dangling carrots in sight. And so I created a badge icon for students who improve their quiz scores, one that automatically pops up on these users’ home pages. I plan to add consistency and perseverance badges as I seek more ways to exploit these easily implemented gamification strategies.
I’ve become willing to experiment with such cheap tactics partly because of my own recent experience as an online student; I was surprised by the tiny thrills of satisfaction I came to anticipate as my badges appeared. And I suspect that gamification has a similarly primal effect, not only on millennial video gamers, but on many of us who earned prizes as children: for the number of books read, a class spelling bee, or a math club competition. But I also know that some experts caution against linking worthwhile activities to crass rewards, noting that, for example, children may no longer color for sheer enjoyment when prizes become part of the mix. While this consequence might not be so worrisome for straightforwardly “outcome-based” courses, it would be anathema for teachers intent on cultivating joyfully authentic life-practices such as close reading and thoughtful discussion.
So, even as I create the release conditions for my virtual badges, imagining my students’ pleasure at receiving them, I’m a little sheepish. Is this all just a tawdry gimmick? Am I trying to bribe these precious human companions with trivial ego boosts, coaxing them to learn material that, as it happens, actually has both intrinsic value and relevance to their lives? Am I reinforcing a consumerist, credentialist view of learning as merely extrinsically valuable, with grades and prizes to be collected in exchange for a diploma and job? They are urgent questions for me because I’ve never meant for my students merely, or even primarily, to learn “information” or discrete “skill sets” associated with my “content area.”
As I continue to explore using badges and other rewards, I remind myself that what I’m up to — leveraging behaviorist elements of learning without sacrificing the ethos of learning for its own sake — is a very old pedagogical conundrum. It certainly didn’t arise with online teaching, even if online modalities have made us more self-conscious about the perils and promises of gamification. In online classes, the affinity of gamification to electronic gaming becomes obvious. And, of course, we all know, or imagine we do, how addictive and empty that activity can be. But, again, some of my most enduring memories as an elementary school student in the 70’s, long before Super Mario or Minecraft, also involved “gamification.” And they are memories that, for better and worse, still bring me vibrations of shame and satisfaction.
As a child, I was motivated by the promise and fear of prizes awarded and withheld, but this probably also compromised my ability to take learning risks because I did not want to be a loser. Gamification, then, is complicated and fraught, and it occurs to me that I should use it more thoughtfully. What if, for example, I invited students to explicitly reflect upon their own perceived susceptibility or aversion to gold stars and pats on the back? Could gamification then become a tool for deeper self-reflection and whole-person development? After all, much of life occurs against a competitive backdrop, a humming swirl of conditional, often arbitrary, ego affirmations and insults. A little more awareness of what’s driving the quest for that promotion, that house, or that anti-wrinkle cream is probably not such a bad idea.