Title: Three key issues why to use gamification/trije glavni razlogi zakaj uporabiti igrifikacijo
Course: Gamification - an innovative approach to learning /P1 > Section: Chapter One: Introduction to Gamification/Uvod v igrifikacijo

Key issue 1 / Ključno vprašanje 1

Why to use gamification (1)?

Before continuing with our course, three key issues why gamification should be used.

Key issue 1: the traditional way of learning.

What does the term "traditional way of teaching" refer to, not only in the context of teachers but also in the student's understanding?

The fact is that the way of teaching changes over time, that we teachers change over time and our way of teaching. The way we taught 10-20 years ago is not the same as we teach today.

The generations of students we teach are also changing; the attitude of millennials (the generation born around 1990) towards the traditional way of teaching is not the same as that of Generation Z, born after 2010...

Furthermore, it is also necessary to understand the various factors that have influenced and still influence the traditional way of teaching over time, especially technology, digitization, and the demands of modern society in the 21st century.

via GIFER

Zakaj uporabiti igrifikacijo (1)?

Preden nadaljujemo z našim tečajem je treba izpostaviti tri glavna razloga zakaj sploh uporabiti igrifikacijo.

Ključni razlog 1: tradicionalni način učenja

Ob tem se seveda lahko sprašujemo  kaj razumemo kot  "tradicionalni način poučevanja", ne samo kot učitelji, ampak kako razumejo tradicionalni način poučevanja učenci/dijaki/študenti.

Dejstvo je, da se način poučevanja spreminja skozi čas, da se mi učitelji spreminjamo skozi čas; način kako smo poučevali 10-20 let nazaj ni enak temu kako poučujemo danes. Prav tako se spreminjajo generacije študentov, ki jih poučujemo; odnos milenijcev (generacije rojene okrog 1990 leta) do tradicionalnega načina poučevanja ni enak Z-generaciji, ki je rojena po 2010 letu ...

Treba razumeti tudi različne dejavnike, ki so skozi čas vplivali in še vedno vplivajo na tradicionalni način poučevanja, predvsem tehnologija, digitalizacija in zahteve sodobne družbe 21. stoletja.

Key issue 2 / Ključno vprašanje 2

Why to use gamification (2)?

It is crucial to recognize that there are at least three crucial points in a child's life and educational journey that the child effectively navigates, with varying degrees of success:

(I) The initial transition is from kindergarten to primary education.
(ii) the second is the transition from primary to secondary education, and
(iii) The third transition is from secondary school to university/university/faculty.

The transition from primary to secondary school appears to be the most critical, as indicated by numerous studies.

In reality, what is occurring behind the scenes? The way how learning content is disseminated (auditory, written, visual):

Image 1: relationship between visual, auditory, and written.

We observe that the relationship between visual, auditory, and written is undergoing a significant transformation; there is a decreasing amount of visual content and an increasing amount of written content.

The information shown above in Image 1 is based on general knowledge of educational methods and trends present in modern education:

1. Research on learning styles:
- Research such as that conducted by Howard Gardner with his theory of multiple intelligences shows that different learning styles (visual, auditory, kinesthetic) play an important role at different ages.

2. Pedagogical literature:

- Pedagogical manuals and studies used by teachers, such as those issued by educational institutions and organizations, often contain recommendations for the use of visual, auditory, and written methods in teaching.

3. Practical experience of teachers:

- The teaching method in kindergartens, primary schools, secondary schools, and colleges is often adapted to the developmental needs of pupils and students. Teachers and educators report the effectiveness of different methods for different age groups.

4. Educational reforms and standards:

- National and international educational reforms and standards (such as the Common Core State Standards in the US) often include recommendations for the balanced use of different teaching methods across different educational periods.

As these are general trends and averages, the percentages are indicative and may vary according to the specific context, school system or individual student needs.

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Zakaj uporabiti igrifikacijo (2)?

Treba razumeti, da obstajajo v življenju otroka in izobraževalnem ciklusu vsaj 3 najbolj pomembna momenta, ki jih otrok premosti manj ali bolj uspešno. Prvo je prehod iz vrtca v osnovno šolo, drugi je prehod iz osnovne šole v srednjo šolo, tretji iz srednje šole v višjo/univerzo/fakulteto. Najbolj kritičen, glede številne raziskave se zdi prehod iz osnovne šole v srednjo.

Kaj je pravzaprav v ozadju? Dejstvo, kako so razporejeni načini posredovanja učne vsebine - vizualno, pisno, slušno (glej Image 1).

Podatki, ki so navedeni temeljijo na splošnem poznavanju izobraževalnih metod in trendov, ki so prisotni v sodobnem izobraževanju:

1. Raziskave o učnih stilih:
- Raziskave, kot so tiste, ki jih izvaja Howard Gardner s svojo teorijo večkratnih inteligenc, kažejo, da različni učni stili (vizualni, slušni, kinestetični) igrajo pomembno vlogo v različnih starostnih obdobjih.

2. Pedagoška literatura:
- Pedagoški priročniki in študije, ki jih uporabljajo učitelji, kot so tisti, ki jih izdajajo izobraževalne institucije in organizacije, pogosto vsebujejo priporočila za uporabo vizualnih, slušnih in pisnih metod pri poučevanju.

3. Praktične izkušnje učiteljev:
- Način poučevanja v vrtcih, osnovnih šolah, srednjih šolah in na fakultetah se pogosto prilagaja razvojnim potrebam učencev in študentov. Učitelji in vzgojitelji poročajo o učinkovitosti različnih metod pri različnih starostnih skupinah.

4. Izobraževalne reforme in standardi:
- Nacionalne in mednarodne izobraževalne reforme ter standardi (kot so Common Core State Standards v ZDA) pogosto vključujejo priporočila za uravnoteženo uporabo različnih metod poučevanja skozi različna izobraževalna obdobja.

Ker gre za splošne trende in povprečja, so odstotki okvirni in lahko variirajo glede na specifičen kontekst, šolski sistem ali individualne potrebe učencev.

Key issue 3 / Ključno vprašanje 3

Why to use gamification (3)?

The brain processes an incredible 11 million bits of information per second, but only 50 bits per second can be processed on average.

We like to forget this fact and fill our students' heads with so much information that they simply cannot process it anymore. As a result, glutamate accumulates in the lateral prefrontal cortex, making information "processing" inefficient and cognitive control more difficult to direct.

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Zakaj uporabljati igrifikacijo (3)?

Možgani procesirajo neverjetnih 11 milijonov bitov informacij na sekundu, vendar je v povprečju možno obdelati samo 50 bitov na sekundu.

Tega dejstva radi pozabljamo, in polnimo glave naših učencev s toliko informacij, da jih enostavno ne morejo obdelati več. Posledično se v lateralnem (kontrolnem) prefrontalnem korteksu kopiči glutamat, zaradi česa je "obdelava" informacij neefikasna in je tudi kognitivni nadzor težje usmerjati.