Research

Augmenting Open and Distance Learning through Gamification

Augmenting Open and Distance Learning through Gamification

Augmenting Open and Distance Learning through Gamification

S K Pulist

Abstract

"The distance learning and online learning have proved their impact at various levels of education during the past years. The comfort of the students and teachers in  use  of  the  educational  resources  at  a  distance  has  made  the  educational institutions to rethink about the integration of technology in their instructional design at different levels.  The enabling provisions  by the University  Grants Commission of India  through  promulgation  of  University  Grants  Commission  (Open  and Distance Learning Programmes and Online Programmes) Regulations, 2020, have helped the ODL institutions to make use of online resources to the extent of 40% of the course content (UGC, 2020). This has made the ODL institutions to make experiments with the instructional design of their programme by integrating different learning elements to  enhance  the  efficacy  of  their  instructional  methodology.  Now  a  days  the gamification  is  being  tried  in  different areas  such  as production,  marketing,  sales, health,  staff  training  and  development,  entertainment,  sports,  finance,  social, ecological  settings,  etc.,  including  the  field  of  education  (Miciuła  &  Miciuła,  2015).  Use  of  Gamification  in  educational  context  is  not  very  old  though  it  is  gaining momentum day by day. With continues growth,  people are realising the importance of introduction of game mechanics in educational process. Games have  been  part  of  every culture  and  have  been  primarily  used  as  a tool for entertainment. The advent of internet has helped the process of gaming to be online.  Resultantly,  a  huge  gaming  industry  has  come  up.  The  concept  of gamification is comparatively new but the tools and techniques it uses are not new. It is believed  that Nick  Pelling first used this  concept  in the  2002 (Zichermann  et al., 2011)  though  it  became  well  known  only  after  availability  of  internet  after  2010. Gamification  has  become  a  growing  trend  of  the  21st  century.  The  organisations have  been  using  the  gaming  elements  in  professional  development  of  human resources.  The concept  is  liked  more by  the  Y and  Z  generations  people  who are part of the workforce (Miciula & Miluniec, 2019).  In sales, sports, insurance and leisure  industry, the customers are motivated to earn more  and more points  as  bonus which are  then discounted on  purchase of some  valuables.  The  organisations  can  make  use  of  gamification  for  enhancing productivity of their employees and quality of the products (Para, 2021).  Challenges are posed before the users in the form of games which they have to overcome level by  level  and  earn  bonus  points.    In  education  and  professional  training,  the techniques  of  the  game  are  used to  solve  real  life  problems  making  the process more  interesting  and  engaging.    The  core  components  of  gamification  are Page | 2   engagement of  the participant,  change and  reward behaviour,  and  problem-solving (Tkaczyk, 2012). According to Miciula & Miluniec (2019), the activities performed by the  participants  are  directed  towards  specific  goals  other  than  mere  game  or entertainment. With the help of introduction of gaming elements, the boring stuff can be made interesting, and thus participants can be motivated to take active part in the process.  The  participants  derive  motivation  through  pleasure  which  is  attained  on account  of  “overcoming  the  next  achievable  challenges,  competition,  cooperation, etc.”  (Miciula & Miluniec, 2019).  While  online  learning  is  already  using  different  components  of  synchronous and asynchronous mode for making learning more interactive, outcome-oriented and enjoyable,  conventional  distance  learning  also  can  be  revolutionised  with  the implementation  of  game mechanics  in  instruction  delivery.  Gamification  provides  a learner-centred  environment  and,  thus  becomes  more  engaging  and  promotes learning through problem solving by posing challenges gradually level by level. It can be an enabling and game changer tool for enriching the learning experiences of the distance learners. The ODL institutions can  use  gamification as a teaching learning strategy alongwith other strategies, keeping in view  the objectives of  the content to be  delivered.  It  can  be  implemented  as  a  basic  tool  as  part  of  the  instructional design."

Reference

Pulist, S. K., & Sharma, R. C. (2024). Augmenting Open and Distance Learning Through Gamification. In Digital Transformation in Higher Education Institutions (pp. 87-102). Cham: Springer Nature Switzerland. https://www.researchgate.net/publication/367340709_Augmenting_Open_and_Distance_Learning_through_Gamification

Keywords

gamification, learning, online