Gamifying Gamification in the Sociology Classroom
Bibliographic Data
| ID | 11063170 |
|---|---|
| Authors | Brandon Folse (0000-0001-7470-907X, University of Oregon, Eugene, OR, USA, corresponding author), Frederick Poole (0000-0001-6205-7377, Michigan State University, East Lansing, MI, USA), Frederick J Poole |
| Year | 2024 |
| Volume | 52 |
| Issue | 3 |
| Pages | 206-218 |
| Publication date | 2024-07-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Teaching Sociology (JOURNAL) |
| Journal identifiers | ISSN: 0092-055X • E-ISSN: 1939-862X |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1177/0092055x231175176 |
| OpenAlex | W4380788319 |
| Language | EN |
| Citations received | 2 |
| References cited | 30 |
The increasing ubiquity of gamification in everyday life normalizes it as a motivational tool. While much scholarship supports gamification, labor sociologists have long problematized the phenomenon. In this mixed-methods action research study, we explore the results of gamifying a lesson on gamification in a sociology of work course. We designed two gamified activities with varying degrees of consent that followed a lesson on gamification and consent. Students rated how problematic a series of gamified work scenarios were before and after the intervention. Our quantitative data did not show a significant increase in students’ ability to identify consent after the intervention, but we did discover that students took either an employee or employer’s perspective in their rating justifications. Furthermore, these findings were gendered. This article highlights the need for a more critical take on gamification in the classroom. We conclude by suggesting ways practitioners can teach about gamification in other contexts
Action (physics · Epistemology · Intervention (counseling · Pedagogy · Perspective (graphical · Phenomenon · Scholarship · Sociology · Computer Science · Digital Games and Media · Educational Games and Gamification · Innovative Teaching Methodologies in Social Sciences · Psychology
Manufacturing Consent
Foundations of Game-Based Learning
Developing a Theory of Gamified Learning
Digital Games, Design, and Learning
From game design elements to gamefulness
Fitting Linear Mixed-Effects Models Using lme4
Mixed-effects modeling with crossed random effects for subjects and items
Intersectionopoly
The gamification of risk
The Grasshopper
Sexual consent in K–12 sex education
China's Beauty Proletariat
An overview of mixed-effects statistical models for second language researchers
The labour of fun
Making Marx Accessible
Perceptions of Sexual Consent
Exploring the pedagogical affordances of a collaborative board game in a dual language immersion classroom
Rape is a man's issue
The economy of attention
| Unique citing works | 2 |
|---|---|
| Citations per year | 0,67 |
| Citation span | 2023 - 2026 (4) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 2 |