Computer games need not be just an after-school activity — it could also motivate students to learn.
The past decade has been the decade of online social networks, where Internet users could connect with each other, wherever they are.
The next decade will see the rise of what is called game dynamics.
Game dynamics has always been a part of our lives and for a long time, has been determining many of our actions that we assumed were independently and consciously made to suit our own purposes.
Petrol stations attract repeat customers by giving prizes and rewards to those who accumulate points to a certain level, using an aspect of game dynamics called Progression Dynamics.
Bars and hotels control your movements so that you are present at a certain time and at their premises in order to enjoy the benefits of happy hour, banking on Appointment Dynamics.
Banks make their credit cards appear the most prestigious and stimulate you to crave an imagined lifestyle, employing Influence and Status Dynamics.
Facebook, through its farm game, has influenced 70 million users to log on every 24 hours to farm their virtual gardens. I wonder if people realise the level of power this gives Facebook!
How can we employ this powerful application called Game Dynamics to help captivate and motivate our students to immerse themselves in 21st century education that requires creativity, deep thought and innovation?
How can we apply game dynamics to subtlely infuse new ideas and motivations that will transform our education system?
Let’s start playing with game dynamics and discover how it could change the way students view and interact with education.
Appointment Dynamics can be used by teachers to ensure students actually revise and look through material that had been learnt in the classroom.
For example, a small window of a few hours can be given after school, during which students could SMS or email with answers to specific questions that are sent during that window.
Students will need to have access to their learning material at home in order to answer these questions.
The points derived from just participating could lead to a chance to further improve their standing on a class or school achievers list.
The student only gets bragging rights, but it does cater to intrinsic motivations that direct purpose in the student’s life.
Progression Dynamics follows through on the list above. Once a student reaches the top and stays there for a fixed time, then he becomes part of an exclusive club, meaning he levels up to another group that will be posed with much harder and challenging assignments and projects.
This uses the principle of Influence and Status Dynamics, because the club is exclusive, and now, students in this club can influence teachers to determine what type of questions will be sent out at the lower level.
They can increase levels of difficulty so that lower level students find it harder to enter the exclusive levels, since too many members in the exclusive club would make it lose its exclusivity.
This is where Quests Dynamics comes into the picture.
Quests are an established gameplay mechanic that can be broadly applicable.
They work because they give people something to do when they first show up and thereafter.
Quests that offer measureable goals, broken into small achievable quantities, work best.
One of the recent discoveries that have come out of masses of players exploring virtual worlds on similar quests is another very powerful dynamic termed Communal Discovery Dynamics.
This is based on Collective Intelligence (CI), which harnesses the collective brain power of team members to solve problems and create novel knowledge.
This coming decade will see very innovative software taking over the roles of consultants and advisors, and providing real time, just-in-time intelligence for decision makers, based on automated CI software.
In other words, what I am talking about is not just games as an after-hours activity for students. With the right support, this powerful brain and learning-shaping tool could be brought directly into the classroom.
Just imagine, instead of teachers chasing after students and punishing, bribing, rewarding, scolding them to learn, students will be chasing after teachers to explain lesson modules that they need to understand in order to solve quests.
From a neuroscientific point of view, learning occurs best when the brain is not trying to learn.
The focus becomes the game itself, and the content mastery becomes a tool that has to be utilised for one to progress to the next level.
Even though this will sound very fishy to old-timers — who will say, “I studied with no technology and I turned out fine!” — remember, this is the 21st century.
We are looking and an exploding evolution of the human brain — an explosion which is accentuated and augmented by technology.