It can be hard to find Matera’s claims in his book since he uses the pirate theme for his prose throughout his book. Once you slice through the pirate lingo and puns, here are the claims that Matera makes in his book Like a PIRATE: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners (2015):
- Games are filled with a motivational complexity that can be used to shed light on topics and increase content acquisition
- Combining the many elements of game mechanics helps create memorable experiences that push students well beyond the bounds of the traditional classroom
- Gamification works for all grade levels
- Finding meaning in content unlocks student motivation
- Girls not only have game, they dominate the game world
- Positive competition can inspire collaboration and motivate students to do their very best
- Games make kids want to learn
- The power of play brings back the natural yearning that exists inside all of us to learn
- Gamification is more immersive and creates more motivation when there is a story behind it
The question is what research is there to support these claims. In my search there doesn’t seem to be a ton of research on gamification, but what research there is supports some of his claims. Michael Sailor in his article, Does Gamification of Learning Work, states in his metaanalysis that it does in three areas: cognitive, motivational and behavioral learning.
When Sailor talks about cognitive learning, he means that students in some cases do learn better with gamification than other learning scenarios. This would lean towards supporting claim number one, or increased content acquisition. Increased motivation would support claims 6, 7 & 8 above, that competition motivates student to do their best, makes kids want to learn, and playing brings out the natural yearning to learn. Behavior learning deals with skills or competencies. While behavior learning doesn’t neatly fit with the claims listed above, it does fit with increased learning.
Sailor goes on to state that bringing a narrative or story into gamification seems to be effective. This would support claim number 9.
So there is some research that supports gamification, but this research is not extensive and much of it has design flaws. Sailor and other authors state in their article, “How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction” that there isn’t a lot of good research on gamification and it is “still lacking due to limitations of study design and analysis strategies (Sailor, 2017).
Resources
Caponetto, Ilaria & Earp, Jeffrey & Ott, Michela. (2014). Gamification and Education: a Literature Review. Proceedings of the 8th European Conference on Games-Based Learning – ECGBL 2014. 1. 50-57
Heinz , Sailer, Ulrich & How. (2017, April). Gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior. Volume 69. Pages 371-380. https://www.sciencedirect.com/science/article/pii/S074756321630855X#!
Matera, M. (2015). Explore Like a PIRATE: Gamification and Game-Inspired Course Design to Engage, Enrich and Elevate Your Learners. Dave Burgess Consulting, Inc..
Sailor, S. (2019, August, 28) Does Gamification of Learning work? Gamification Research Network http://gamification-research.org/2019/08/does-gamification-of-learning-work/
Vaughan, H. Explore Like a Pirate by Michael Matera REVIEW. High School ELA. Found on June 6, 2020 at: https://spark.adobe.com/page/kaHSniFTgRdbk/
Wood, Lincoln & Reiners, Torsten. (2015). Gamification. 10.4018/978-1-4666-5888-2.ch297.