Gamification: A Study of Business Teacher Educators' Knowledge of, Attitudes toward, and Experiences with the Gamification of Activities in the Classroom

IntroductionWith recruitment and retention being hot topics for most business education programs, business education teachers may want to consider incorporating gamification into their teaching. In its simplest form, gamification is defined as "the use of gameplay mechanics for non-game applications" (Van Grove, 2011, para. 2). Adding elements of games to non-gaming activities in order to encourage participation adds excitement and creativity to what we are doing (McGonigal, 2012). Game mechanics include compelling, appealing, social activities that gamers problem solve to advance and gain points, badges, trophies, etc. According to a Pew Internet Report (Anderson, 2012), gamification works to increase people's competitive nature and offers rewards to continue playing. Zichermann (2011) adds that at its core, gamification offers points, badges, levels, leaderboards, and challenges to increase motivation. All of these signify some type of achievement and help encourage the gamer to continue playing. Awards can also include free gifts and discounts as well as online status indicators like re-tweets, leaderboards, and the ability to level up (Anderson, 2012). By gamifying experiences within the classroom setting, educators may see increased social contact, mastery, acceptance, curiosity, cooperation & healthy competition between students.According to Matthew Farber (2013) of Edutopia, gamification works best when educators learn to think of themselves as game designers. Gamification includes goals, challenges, collaboration and competition, just like games do. Gamification is going to become more important as Generation Y learns that behavior is related to reward, and as they assimilate into the workforce, they will also see that achievement is linked to incentive. Teenagers are interested in "how games could make them a better work force" (Marczewski, 2013, Chapter 4, Section 2, para. 2). The theory of constructivism provides a theoretical framework in which to examine gamification. "The first 'level' or 'mission' is typically a constructivist tutorial" (Farber, 2013, para. 8). Games are engaging and collaborative which fit into the constructivist-learning model (Prensky, 2007). There is usually a tutorial level that teaches new players the game rules, then the challenges scaffold as the levels become more difficult. At the end of a level, there is usually some type of "Boss" where everything the gamer has learned is put to use to win or to be successful at that mission. Gamers construct meaning as they actively move through the mission and level. Scott Noon from Connected University designates "Techno-constructivist" educators as those who integrate technology to complement and redefine the curriculum. These teachers realize the power technology has to help students build on their own experiences, construct their own meanings, and solve problems (McKenzie, 2012). Constructivist models are student-centered and focus on keeping students engaged in the construction of knowledge. The choices within the gamification context give students the opportunity to look at problems from multiple perspectives.Large publishing companies like Pearson are investing time and resources into gamification. Alleyoop is a start-up company backed by Pearson that is combining adaptive learning with elements of gamification. Pearson hopes Alleyoop can better prepare high school students for college and therefore increase college graduation rates. Alleyoop's goal is to assist kids with an assortment of subject matter using games. Middle and high school students earn Yoops (a virtual currency like badges and trophies) while in the Alleyoop program, that they can spend towards online tutoring time and specific video content (Empson, 2012). According to Collins and Halverson (2009), games can raise critical questions about specific strategies and problem-solving techniques. Children who play games develop communication skills by playing with others in virtual worlds. …