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UNPACKING THE PARADOX OF GAMIFICATION: INSTRUMENTALIZATION AND CYBERNETIC FEEDBACK IN EDUCATIONAL TECHNOLOGY
University of Southern Denmark (DENMARK)
About this paper:
Appears in: EDULEARN24 Proceedings
Publication year: 2024
Pages: 2538-2546
ISBN: 978-84-09-62938-1
ISSN: 2340-1117
doi: 10.21125/edulearn.2024.0691
Conference name: 16th International Conference on Education and New Learning Technologies
Dates: 1-3 July, 2024
Location: Palma, Spain
Abstract:
In the realm of educational technology, the incorporation of gamification has sparked both enthusiasm and skepticism. While proponents herald its potential engagement and intrinsic motivation, critics raise concerns about its inherent theoretical problems. This paper will delve into the paradox of gamification, exploring its instrumentalization and faith in cybernetic feedback loops within educational contexts.

Gamification applies game design elements to non-game contexts to enhance user engagement and motivation. However, the instrumentalization of gamification often reduces complex learning processes into simplistic point-scoring systems and rewards. This reductionism overlooks the nature of learning, which encompasses cognitive, affective, and social dimensions. By emphasizing extrinsic rewards, gamification risks overshadowing intrinsic motivation and diminishing the authentic pursuit of knowledge.

Moreover, the faith in cybernetic feedback loops perpetuates the belief that constant monitoring and adjustment can optimize learning outcomes. Drawing from cybernetic theory, gamified systems aim to maintain equilibrium through continuous feedback and adaptation. However, this mechanistic approach overlooks the dynamic and emergent nature of learning environments. Human cognition defies simple input-output models, as learners engage in nonlinear processes of sense-making and meaning construction. The reliance on cybernetic feedback can thus undermine the organic complexity of learning, reducing it to a series of predictable responses.

The uncritical adoption of gamification often neglects its potential ethical implications and unintended consequences. By gamifying education, institutions may inadvertently reinforce competition and individualism, sidelining collaboration and collective learning. Also, gamified systems may exacerbate inequalities by privileging certain learning styles and cultural norms over others. As such, the pursuit of efficiency and control through gamification risks compromising the fundamental values of education, including equity, diversity, and critical inquiry.

To address these theoretical problems, educators and technologists must adopt a more nuanced and reflexive approach to gamification. Rather than treating it as a panacea for educational challenges, they should critically examine its underlying assumptions and implications. This requires a shift from deterministic models of learning to ones that embrace uncertainty and complexity. Educators should design learning experiences that foster autonomy, mastery, and purpose, cultivating intrinsic motivation and meaningful engagement.

Additionally, the integration of gamification should be informed by principles of participatory design and co-creation, involving learners as active collaborators in the design process. By centering student voices and experiences, educators can ensure that gamified systems align with diverse learning needs and preferences. Moreover, educators should be vigilant against the commodification of education, resisting the temptation to reduce learning to quantifiable metrics and outcomes.

In conclusion, the paradox of gamification underscores the need for critical reflection and ethical inquiry in educational technology. By interrogating its instrumentalization and the uncritical faith in cybernetic feedback loops, educators can reclaim the transformative potential of technology in service of authentic learning and human flourishing.
Keywords:
Gamification, educational technology, instrumentalization, cybernetic feedback, learning, complexity, intrinsic motivation, participatory design, ethics, critical inquiry.