Research

How is gamification like being trapped in the Matrix? And what is the ‘real-world’ of game-based learning?

How is gamification like being trapped in the Matrix? And what is the ‘real-world’ of game-based learning?

How is gamification like being trapped in the Matrix? And what is the ‘real-world’ of game-based learning?

By James York, Jonathan deHaan, Mark Childs, and Michael Collins

Abstract

“As the title suggests, this paper compares the underlying assumptions, theory, and practiceof gamification and game-based learning through the lens of pop-cultural references, specifically: theMatrix movie series. Thus, and inkeeping with the theme of the movies, we hope to “redpill” readersinto thinking more deliberately about their pedagogical approaches. We start by defining terms: theMatrix, the real-world, gamification and game-based learning. The paper then explores the variouslayers of power and control that both students and teachers find themselves operating within, referringto the Matrix movies where appropriate. We argue that gamification is an unnecessary layer of controlthat should be abolished in favor of morehumanistic, transformative, and critical pedagogical practices,of which game-based learning may be one way of instantiating such change.However, we also arguethat awareness of various pedagogical theories, as well as their potential benefits and harms is notenough to bring about meaningful change. Much like the Matrix movies, it is up to the reader to enact

change through their actions. The paper ends with an invitation to consider how pedagogy, educationalinstitutions, and capitalist society act as a matryoshka model of control or “simulation” which, throughplay, we may break free from. In sum: don’t trick. Be ludic..”

Reference

York, J., DeHaan, J., Childs, M., &; Collins, M. (n.d.). How is gamification like being trapped in the Matrix? And what is the ‘real-world’ of game-based learning? Digital Culture & Education, 14(3), 2022nd ser., 35-54. https://static1.squarespace.com/static/5cf15af7a259990001706378/t/629dc1e68c3b181ff36875d8/1654505987372/York_etal_2022.pdf

Keyword

Gamification, game-based learning, ludic, pedagogy, Matrix, research