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Gamestorming #10: User Adoption

  • Caity Kelly
  • Apr 12, 2019
  • 2 min read

After participating in Florida State University's Alumni Student Knowledge Exchange (ASKe) event, I had the opportunity to reflect upon the keynote speakers's presentation on the "gamification" of learning. The speaker discussed how the game-based training was quite well-received across various age groups in the organization which led me to consider a specific aspect--user acceptance of a new game.

Although some of us are hardcore gamers who are reader to accept gaming in education and are familiar with the many forms it can take, many individuals find it to be a foreign concept. They may encounter confusion or feel overwhelmed while trying to comprehend a game-based instructional intervention. Others still may have negative preconceptions of games unsupported by research--for example, I have known individuals who forbade their children from playing video games on the stringent belief that they are intrinsically harmful. Side bar, there are interesting articles and TED talks debunking this idea...for anyone who is interested.

Therefore, we cannot approach the introduction of games in learning or really any setting with the expectation that they will be well-received because many people find them to be "fun." As with any new innovation, there are certain models we may follow that can help to ensure the successful launch of a new game. Moreover, we must consider some of the problems that might hinder any learning tool's success, such as:

  • Unsolved glitches/errors

  • Limited accessibility/setting customization

  • Poor transitioning from old to new processes

  • Poor training/support for users of the product

  • Poor communication of the product's strengths

While taking a mobile learning course this semester, I have come across a handful of useful models for overcoming some of these issues. One in particular is the technology acceptance model, which states that users are often motivated to adopt a new innovation when its perceived usefulness and perceived ease-of-use are elevated.

In the realm of gaming, this means that the game-based learning solutions must be perceived as providing some relative advantage over previously used interventions. Furthermore, the solution must be free of as many problems as possible, use logical mechanics, and provide adequate learner support. Combined, these factors may help users to feel motivated to accept the new technology (or demotivated if these factors are poorly executed).

When pitching an idea for a new game, it is vital that we present these aspects of the strengths a gaming solution may have over other solutions and make it clear that the product will be user friendly. With adequate support and emphasis on important aspects, it is much easier to find acceptance for a learning game.


 
 
 

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