When Macquarie University academic Rowan Tulloch set up a 鈥渟imple gamification system鈥 to help enthuse his undergraduates, he did not know he would end up having to address one of them as 鈥淩ameses Niblick the Third Kerplunk Kerplunk Whoops Where鈥檚 My Thribble?鈥 in class roll calls.
The moniker, borrowed from a character in the sci-fi comedy Red Dwarf, was the 鈥渟hy, pass-level鈥 student鈥檚 reward after he amassed 55聽鈥減oints鈥 for doing preparatory readings, asking questions in class and contributing to group work.
Dr Tulloch, a lecturer in digital media, had allowed students to cash in their points on the right to be addressed by certain 鈥渢itles鈥. Most students opted for relatively short titles such as 鈥淒r聽Who鈥 and 鈥淪arah the聽Impaler鈥.
It took the Red Dwarf fan two years to accumulate enough points for his much longer title, which he finally earned in the final semester of his degree. 鈥淣ot only that, he topped the course with a high distinction,鈥 Dr Tulloch said.
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鈥淚 asked him afterwards, 鈥楧id you do all that work for the title?鈥 He said, 鈥楴o.鈥 At first he wanted the title. He thought it would be funny, so he did the course readings to earn those points. Then he found he was more confident answering questions in class. Then other students wanted him in their groups, and he made friends. The whole thing continued to snowball, and it even spread to his non-gamified units.鈥
The story exemplifies the potential of gamification, an 鈥渆ducational methodology and philosophy鈥 that Dr Tulloch has embedded in his teaching through two home-made platforms. One, 鈥淕ame Change鈥, is an extension of his points approach that he developed with funding from telecommunications company Optus.
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In Game Change, students can expend their points on cards that authorise them to control certain aspects of the classes 鈥 such as dictating the referencing style in assignments, or forcing classmates to talk like pirates. The cards can be customised to the subject material. For example, cards for a Shakespeare course might carry illustrations of star-crossed lovers.
The other platform, 鈥淩ogue聽AI鈥, involves mystery narratives that the players solve by researching course content. In one version, students unpick a series of puzzles to prevent an artificial intelligence entity experiencing an 鈥渆xistential crisis鈥 from detonating nuclear bombs.
Presenting both platforms at the EduTech聽21 conference, Dr Tulloch explained the rationale. 鈥淕ames, and video games in particular, are in themselves sophisticated teaching forms. They have to teach complex tasks [that] players need to master 鈥 flying a聽plane, commanding an army, running civilisations.
鈥淕aming makes possible a type of pedagogy built on personalised, real-time feedback [where] individual creativity is baked聽in.鈥
A key strength of the pedagogy is the emphasis on engagement, in a context where 鈥 unlike compulsory schooling, or university classes where suddenly leaving would be socially awkward 鈥 people can just do something else if they get bored.
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鈥淕ames can鈥檛 assume engagement,鈥 Dr Tulloch said. 鈥淭hey have to create聽it. Games need to keep players engaged as they learn and progress.
鈥淚t鈥檚 a radically different type of pedagogy in many ways, and it鈥檚 a pedagogy that so much of the younger generations are very familiar with. It鈥檚 what they鈥檙e used to, and like it or not, it鈥檚 what we as teachers are often competing against.鈥
Dr Tulloch said game-based learning had 鈥渇airly universal appeal鈥 鈥 particularly among older students, a group he had expected to be a 鈥渉ard sell鈥, but who warmed to the approach once they understood the reasons for聽it.
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鈥淎 lot of law students like the approachability of a class that鈥檚 set up this way,鈥 he told Times Higher Education. 鈥淭hey like the core mechanics of software [that helps] demystify the academic process by showing exactly what I鈥檓 asking for, and how they need to聽perform.鈥 Female students also seemed to log into the software and check their progress more often than men.
But hard-core gamers tended to be critical on technical grounds, while school-leavers worried about being 鈥渋nfantilised鈥 by the 鈥渕ore gimmicky鈥 elements of the games. 鈥淭here鈥檚 sometimes a concern from people who鈥檝e only just become adults, that this is going to make them look like kids,鈥 Dr Tulloch said.
Colleagues鈥 reactions were more as Dr Tulloch had expected, with older academics generally less keen to experiment with game-based learning 鈥 partly because of unfamiliarity with the medium, and partly because of persona.
鈥淭here鈥檚 a different dynamic between a relatively young, approachable academic and your more traditional professorial type. Once you start calling someone Rameses Niblick the Third Kerplunk Kerplunk Whoops Where鈥檚 My Thribble, you don鈥檛 necessarily have that authority.鈥
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