eLearning: Is Gamification Really Necessary?

by AJ Walther Follow us on Twitter View our profile on LinkedIn

I like the idea of games in learning, generally speaking. Why shouldn't learning be fun? Set the capitals of the states to music, turn the stock market into a game, great. But lately the eLearning community is all aflutter about the gamification of learning. Game this. Video that. Avatar all the things!

Sure, I think there's a place for games in learning. Yes, I think to some degree games can improve learner engagement. But what about retention? What about actual knowledge gain? And mostly, what about the message we, as eLearning developers, are sending? Should everything be a game?

game-based school for 6th graders opened in Los Angeles. It looks like attending the school would be a blast. But I have to wonder how kids attending a school where everything is a game are going to turn out. Will they be motivated to do anything if there's not a prize at the end? Will the students want to learn for the pure joy of discovery and the attainment of knowledge, or will they always only be focused on leveling-up? What about when they enter the workplace? Will their jobs need to be set up on an instant gratification game system? Or will it even matter, because at that point all of our job training and all of our work will be gamified as well?
Conversely, maybe these kids will go on to be super-motivated brainiacs because they "learned to learn" in an environment based upon fun and games. I certainly don't know. What's concerning to me, is that I'm not sure if anyone knows. Are we gamifying things because it's the new, fun, thing to do? Or are we doing it because it works? We'd love to hear from you.
I have mostly questions, and no answers. I've yet to come across any research that goes beyond how gamification can be applied, instead focusing on whether or not gamification works. What I did find was an interesting survey conducted by the Pew Research Center (Gamification: Experts expect 'game layers' to expand in the future, with positive and negative results). I found it interesting because it looked at gamification from both sides, pointing out that some industry experts think gaming can be "fun, useful, increasing engagement and personal improvement" while others say it can also be "manipulative, insidious." Because it was only an opinion survey, however, there was no statistical data on whether the gaming is working.
Check out this infographic from Knewton about the Gamification of Education. Looking for more? Here's an infographic by OnlineSchools.com that goes into a little more detail about gaming in education. (And, if you'd like to know how to make your own infographic, check out this blog post on using PowerPoint.) 

eLearning & Design: Want to be a Better Designer? Play this Font Game

by AJ Walther Follow us on Twitter View our profile on LinkedIn

Did you enjoy playing the color game from my previous article? Did it make you the best designer ever? Almost? If so, don't you dare stop there! Now it's time to focus on fonts!

Last week I was having a blog designed for my personal use. My designer sent over three header samples in three different fonts. I obnoxiously responded with, "These are great, but I'd really like to combine the round punctuation of Option One with the character width in Option Two and the line weight of Option Three. Know any fonts that meet this criteria?" My designer was not amused and more or less put the task back in my lap. I was soon perusing thousands of fonts and attempting Google searches like, "tall, skinny font with round punctuation and lowered middle 'E' bar" with no success.

eLearning: The Font Game

In my font search I did eventually find what I deemed to be a suitable font selection, but I also ran across The Font Game from I Love Typography which, if nothing else, served as a fun distraction. But beyond being a fun distraction, the game became a bit more. The more I played the better I got at quickly identifying fonts by sight and name. Being able to eye-ball subtle differences in fonts (as well as becoming familiar with naming conventions) ended up helping me more quickly scout fonts to get to what I wanted for my own design purposes.

The Font Game is an iOS app for iPhones and iPads. In this timed game, you are presented with a font sample and asked to choose the name from four options. High scores can be added to Apple's Game Center. In addition to the Font Game, the app includes the Terminology Game (for learning typography lingo), The Flip Font Game (like the original font game but reversed–you're given the name of the font and choose the correct one from four samples), and the Match Game (like the memory game, but with fonts). The app isn't free, but if you're a design junkie (or aim to be one), $2 may not seem like an unfair investment to you.

Do you love The Font Game? Do you hate it? Do you have an alternate method for learning fonts? I'd love to hear from you.