HOW IS GAMIFICATION LIKE BEING TRAPPED IN THE MATRIX? AND WHAT IS THE ‘REAL-WORLD’ OF GAME-BASED LEARNING?

As the title suggests, this paper compares the underlying assumptions, theory, and practice of gamification and game-based learning through the lens of pop-cultural references, specifically: the Matrix movie series. Thus, and in keeping with the theme of the movies, we hope to “redpill” readers into...

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Published in:Digital Culture & Education
Main Authors: James York, Jonathan deHaan, Mark Childs, Michael Collins
Format: Article
Language:English
Published: Digital Culture & Education (DCE) 2022-06-01
Subjects:
Online Access:https://www.digitalcultureandeducation.com/volume-143-papers/how-is-gamification-like-being-trapped-in-the-matrix-and-what-is-the-real-world-of-game-based-learning
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author James York
Jonathan deHaan
Mark Childs
Michael Collins
author_facet James York
Jonathan deHaan
Mark Childs
Michael Collins
author_sort James York
collection DOAJ
container_title Digital Culture & Education
description As the title suggests, this paper compares the underlying assumptions, theory, and practice of gamification and game-based learning through the lens of pop-cultural references, specifically: the Matrix movie series. Thus, and in keeping with the theme of the movies, we hope to “redpill” readers into thinking more deliberately about their pedagogical approaches. We start by defining terms: the Matrix, the real-world, gamification and game-based learning. The paper then explores the various layers of power and control that both students and teachers find themselves operating within, referring to the Matrix movies where appropriate. We argue that gamification is an unnecessary layer of control that should be abolished in favor of more humanistic, transformative, and critical pedagogical practices, of which game-based learning may be one way of instantiating such change. However, we also argue that awareness of various pedagogical theories, as well as their potential benefits and harms is not enough to bring about meaningful change. Much like the Matrix movies, it is up to the reader to enact change through their actions. The paper ends with an invitation to consider how pedagogy, educational institutions, and capitalist society act as a matryoshka model of control or “simulation” which, through play, we may break free from. In sum: don’t trick. Be ludic.
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spelling doaj-art-e63a59fcfec74472a12ceba5c9e66bb22025-08-19T23:56:33ZengDigital Culture & Education (DCE)Digital Culture & Education1836-83012022-06-011433554HOW IS GAMIFICATION LIKE BEING TRAPPED IN THE MATRIX? AND WHAT IS THE ‘REAL-WORLD’ OF GAME-BASED LEARNING?James York0Jonathan deHaan1Mark Childs2Michael Collins3Meiji University, Tokyo, JapanUniversity of Shizuoka, Shizuoka, JapanUniversity of Durham, UKOpen University, UKAs the title suggests, this paper compares the underlying assumptions, theory, and practice of gamification and game-based learning through the lens of pop-cultural references, specifically: the Matrix movie series. Thus, and in keeping with the theme of the movies, we hope to “redpill” readers into thinking more deliberately about their pedagogical approaches. We start by defining terms: the Matrix, the real-world, gamification and game-based learning. The paper then explores the various layers of power and control that both students and teachers find themselves operating within, referring to the Matrix movies where appropriate. We argue that gamification is an unnecessary layer of control that should be abolished in favor of more humanistic, transformative, and critical pedagogical practices, of which game-based learning may be one way of instantiating such change. However, we also argue that awareness of various pedagogical theories, as well as their potential benefits and harms is not enough to bring about meaningful change. Much like the Matrix movies, it is up to the reader to enact change through their actions. The paper ends with an invitation to consider how pedagogy, educational institutions, and capitalist society act as a matryoshka model of control or “simulation” which, through play, we may break free from. In sum: don’t trick. Be ludic.https://www.digitalcultureandeducation.com/volume-143-papers/how-is-gamification-like-being-trapped-in-the-matrix-and-what-is-the-real-world-of-game-based-learninggamificationgame-based learningludicpedagogymatrix
spellingShingle James York
Jonathan deHaan
Mark Childs
Michael Collins
HOW IS GAMIFICATION LIKE BEING TRAPPED IN THE MATRIX? AND WHAT IS THE ‘REAL-WORLD’ OF GAME-BASED LEARNING?
gamification
game-based learning
ludic
pedagogy
matrix
title HOW IS GAMIFICATION LIKE BEING TRAPPED IN THE MATRIX? AND WHAT IS THE ‘REAL-WORLD’ OF GAME-BASED LEARNING?
title_full HOW IS GAMIFICATION LIKE BEING TRAPPED IN THE MATRIX? AND WHAT IS THE ‘REAL-WORLD’ OF GAME-BASED LEARNING?
title_fullStr HOW IS GAMIFICATION LIKE BEING TRAPPED IN THE MATRIX? AND WHAT IS THE ‘REAL-WORLD’ OF GAME-BASED LEARNING?
title_full_unstemmed HOW IS GAMIFICATION LIKE BEING TRAPPED IN THE MATRIX? AND WHAT IS THE ‘REAL-WORLD’ OF GAME-BASED LEARNING?
title_short HOW IS GAMIFICATION LIKE BEING TRAPPED IN THE MATRIX? AND WHAT IS THE ‘REAL-WORLD’ OF GAME-BASED LEARNING?
title_sort how is gamification like being trapped in the matrix and what is the real world of game based learning
topic gamification
game-based learning
ludic
pedagogy
matrix
url https://www.digitalcultureandeducation.com/volume-143-papers/how-is-gamification-like-being-trapped-in-the-matrix-and-what-is-the-real-world-of-game-based-learning
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