Making a Game Out of Learning

150401_FT_GameClassroom
Teachers predominantly use games as rewards or reinforcement, rather than starting points for learning.

Photo illustration by Slate. Photo by Brad Flickinger/Flickr.

In MIT’s Education Arcade, classic game consoles line the office corridor; rafters are strung with holiday lights; and inflatable, stuffed, and papier-mâché creatures lurk around every corner. When I stopped by recently, the arcade’s director, Eric Klopfer, and creative director, Scot Osterweil, talked enthusiastically about the surging interest in educational video games, now used by nearly three-quarters of America’s grade-school teachers, according to one survey.

But these optimistic, play-loving game gurus have come to despise the biggest buzzword in their field: gamification. According to Osterweil and Klopfer, both MIT professors, gamification too often means “making a game out of learning,” in which players win points, magical powers, or some other reward for practicing math, spelling, or another school subject. Klopfer and Osterweil argue that the best educational games capture what’s already fun about learning and make that central to the game. Gamification undermines what they see as the real opportunity for games to radically, albeit playfully, transform education.

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