25 November, 2013
While searching for research on the item of Feedback, another issue came up. Just as important: How do we meet a new generation of students carrying a history of 10k-hrs-skilled in gaming? Think it won’t have effects on your workplace? Think again: I came across this one:
“Many parents have observed the irony that a child who shows little perseverance when practicing piano or doing homework will joyfully commit countless hours to mastering Guitar Hero or other video games. In fact, by the time the average U.S. adolescent turns 21, he or she will have spent10,000 hours playing video games (Prensky, 2001)—which is, as it turns out, about the same amount of time necessary to fully master a sport, musical instrument, or area of professional expertise (Ericsson, Krampe, & Tesch-Romer, 1993).”
A great insight – a bulk of our 10k-hrs students are likely to be extremely familiar with the term “gamification” or at least the effects of it. How about you as a manager – are you? Now, you don’t have to be alarmed of this fact – but I firmly believe we need to be ready for it. Why not alarmed? Simply because there’s a lot of great leadership in gamification. Just to mention a few:
Inner motivation:
They now are familiar with driving forces created on the outside – but judging from the duration, outer triggers synch well with inner motivation.
Feeling smart:
Games have developed rapidly in this area. Moving from the past instructions like “where to find the key” the gamer now hears a train, the train passes (not visible but identified by the rising and falling tone due to the doppler effect – an area for a smart teacher, btw!) and suddenly there’s a flash from the electric train’s overhead wire. Which is frosty as snow flakes suddenly falls. Instead of instructions, you feel smart as you discover the key on the ground, thanks to the flash.
Teamwork:
A lot of games expect you to act in teams. Real time, globally. Working in teams may be troublesome at first – until you experience the blessing of different skills.
Leveling:
You move in levels and it becomes extremely clear on what level you’re working.
Achievements:
Badges, tshirts and more to indicate success is an everyday experience for gamers.
//This post is growing – feel free to comment!
What’s your take on gamification and work/leadership?
And – here’s the link that got me started today. Or, if you prefer to read it as it comes:
http://www.ascd.org/publications/educational-leadership/sept12/vol70/num01/Good-Feedback-Is-Targeted,-Specific,-Timely.aspx)
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