| Literature DB >> 34975605 |
Guillermo A Sánchez Prieto1, María José Martín Rodrigo1, Antonio Rua Vieites2.
Abstract
Adult learners demand teaching innovations that are ever more rapid and attractive. As a response to these demands and the challenges of skills training, this article presents a conceptual analysis that introduces competitive debate as an impact training model. The aim is to learn whether debate can be considered to fall within the frame of gamification, so that the full potential of debate as gamification can be exploited. There is a significant research gap regarding competitive debate as a game, with the training mechanics for adult learners remaining practically unexplored. Through a conceptual analysis of game, game experience, and gamification, and their respective characteristics, we conclude that competitive debate is an ideal instrument for gamification.Entities:
Keywords: adult learners; communication skills; competitive debate; development; gamification; lifelong learning; teaching innovation; training
Year: 2021 PMID: 34975605 PMCID: PMC8715097 DOI: 10.3389/fpsyg.2021.666871
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1Relationship flowchart between game, game experience and gamfication for learning. Source: Own development.
Characteristics of the concept game experience.
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| Player must exert some effort | Landers et al., |
| Predetermined goals | |
| Artificial nature of the game | |
| Challenge and involve participants |
Source: own elaboration.
Characteristics of the game concept.
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| Formal system based in rules | Sauvé et al., |
| Result is quantifiable and objective | Juul, |
| Result is variable | |
| The player has to do some effort | |
| It is suitable for social and cooperative use. There is competition and collaboration | Romero et al., |
| Girardelli et al., | |
| Players or player | Sauvé et al., |
| Conflict | |
| Predetermined goal | |
| Artificial nature | |
| Challenge and involve the participant | De Freitas, |
Source: own elaboration.
Characteristics of the gamification concept.
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| Use of game mechanics or dynamics or elements | Deterding et al., |
| Clear start and end | |
| Freedom to make mistakes | Girardelli et al., |
| Immediate feedback (result) | Jarvis and De Freitas, |
Source: own elaboration.
Characteristics of gamification/game/game experience related to competitive debate.
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| Use of game mechanics | Hammer and Lee, | Yes | Someone wins or loses according to the jury or third party. |
| Formal rule-based system | Sauvé et al., | Yes | Always starts and closes the affirmative, there is a third part who appoints the winner, there are fixed rules for times, etc. |
| Quantifiable and objective result | Juul, | Yes | According to the debate format, the score may be by points or simply winner and loser. The result is always quantifiable. |
| There are clear start and a finish | Kapp, | Yes | It begins and ends by the same debater who starts with an initial presentation and closes the debate with a final refutation. The usual rule is that the affirmative side who supports the resolution starts. The duration time is usually fixed, which limits the beginning and the end. |
| Variable result (Game) | Juul, | Yes | Anyone can win affirmative or negative |
| Players have to exert some effort (Game) (Game experience) | Juul, | Yes | Players must present arguments, prepare them, present them and make them persuasive besides refuting the other side. We have to add the fact of public speaking and being evaluated by a jury. |
| Freedom to make mistakes | Girardelli et al., | Yes | The argumentative and refutation strategy is left to the decision of the debater. |
| Immediate feedback (result) | Jarvis and De Freitas, | Yes | The result can be communicated at the end of each debate and is practically instantaneous according to the debate formats. |
| Suitable for social and cooperative use, there is competition and collaboration (Game) | Romero et al., | Yes | Learning necessarily occurs when working in a team and also when a debater interacts with another debater. Whether it is online or face-to-face, individual or team debate, there is always social interaction. |
| Storytelling (Game) | Girardelli et al., | No | It does not occur in the debate in backbone terms as would be the case of the videogames, although it is used as an element of persuasion in the debate. |
| Players or player (Game) | Sauvé et al., | Yes | They take place in different debate teams and/or debate turns: initial presentation, rebuttal, counter-rebuttals and conclusions. |
| Conflict (Game) | Sauvé et al., | Yes | There is a side for and another against a previously known resolution or there is a government and an opposition in the case of parliamentary formats. |
| Predetermined goal | Sauvé et al., | Yes | The objective is to convince the jury or third party that my arguments are true and thus get their vote. |
| Artificial nature | Sauvé et al., | Yes | An academic debate is an artificial situation, since it has to be organized. |
| Pedagogical nature (game) | Sauvé et al., | Yes | The purpose of the educational field is to develop communication skills, persuasion, critical thinking, knowledge, etc. |
| Challenge and involve the participant (game) (game experience) | De Freitas, | Yes | The answer to the debate resolution has to be justified. The participant faces the challenge of building his argumentation and attacking that of the opponent in order to convince the jury. The answer to the resolution must be justified. |
Source: own developement.
Differences and confluences between game, game experience and gamification.
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| Game- gamification | - In a game, the objective or purpose is recreational, while in gamification the aim is to modify behaviors or systems. | - In both cases the game is present with its rules and rewards systems. |
| Game- game experience | - The game is governed by a set of objective rules, unlike the game experience, which is the perception of persons, and therefore has a subjective component. | - There is a causal relationship between the game, a set of objective rules, which can result in a subjective psychological state. |
| Game experience- gamification | - The gaming experience is a psychological state, gamification is a system for modifying and influencing people and systems | - For gamification to respond to the objectives for which it is used successfully, it must coexist with the gaming experience |
Source: own developement.