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Don't Hate the Player Type

5/1/2022

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​In education, one constant is the amount of assumptions that run up against a brick wall. Steven Levitt and Sendhil Mullainathan cover this topic in this podcast, distinguishing (though not defending) academics and researchers from the bulk of society who try everything they can to avoid admitting, “I don’t know.”
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​Our most recent assumption that went up in flames was a foundational one: all kids love games. We’ve come to realize how complex of a statement this really is, and have since dived into a myriad of literature concerning Player Types (PT) and player motivations.

Turns out, there are many overlaps with the previously-discussed Self-Determination Theory (SDT) framework, personality types, neuropsychology, and our beloved Agency. There a lot of different reasons why someone might enjoy playing a game, including in some cases the pleasure of ruining the game for others. This framework is useful for aligning an instructor’s approach to feedback, flexibility and engagement.

We will be drawing largely on Marczewski’s Typology that studied gamification specifically, which drew on foundational research done by Bartle to produce the original Player Typology.  We’ll describe what drives each PT, how they may fall to the dark side, and how one can redirect errant behaviors by understanding the underlying goals they are each seeking through their behavior.

It’s important to remember, everyone is a mix of Player Types, with one type likely dominant. If you want to determine your own Player Type, you can take a quiz here.
 
Marczewski’s HEXAD
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​Socializers:

Socializers are motivated by Relatedness, one of the tenets of SDT. Simply, they want to create social connections. They gravitate toward systems and mechanics that promote interaction, like NPCs, voting, coopetition, negotiating, and bluffing. Socializers are also perhaps the most nuanced PT, with new research citing that there are multiple subtypes that need more investigation. They are also the only type whose motivations and behaviors lie equally outside of the magic circle, interacting with and benefitting from the facilitation and organization of the real-world social setting.

Philanthropists

There can be a fine line between Socializers and Philanthropists, who are motivated by Purpose. Philanthropists want to feel as if they are part of something bigger, so will seek out interactive systems to achieve this, as their altruism desires to benefit other players with no expectation of personal gain. (We can recollect our moms falling into this category). Gifting, knowledge sharing, trading, community-building and sacrifice are mechanics that excite Philanthropists. This is also the type who takes the time to provide the bulk of answers on public forums, in order to help his or her gaming community.

Free Spirits

Free Spirits are motivated by autonomy (also part of SDT) and self-expression. They have at least two subtypes, Explorers and Creators. Explorers want as few restrictions to the width of the game as possible, and are the most likely to bump up against edge cases, find fiddly rules too restricting, propose a litany of house rules, and discover gaps in an imbalanced system. Creators want to build new things, draw and decorate their avatars, add personal content and design the world as often as possible.

New research suggests a further subtyping, separating Free Spirits into those who seek Catharsis in games, or a means to escape from reality into tidier systems where they feel more freedom and efficacy; and Stimulation, or seeking excitement from the act of testing hypotheses, deduction, and assuming identities they otherwise wouldn’t have the opportunity to explore.

Achievers

Along with Philanthropists, Achievers are the easiest type to identify. They are motivated by mastery (or competency, as defined in SDT). They want to learn, improve, collect and seek out challenges. However, this may vary between an intrinsic and extrinsic motivation, so they may or may not brag about their accomplishments, but are likely to be hyper-competitive with themselves and possibly others in an effort to master the game. They are excited by systems that add to a game’s depth: skills, upgrades, status, and engine-building, or that add trophies and progressive feedback.
 
Performance
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​Taking a look at how Player Types intersect when it comes to performance during a game, we can see that, not surprisingly, Achievers dominate when it comes to no assigned goals (a feeling of competency is their main motivator) and assigned goals (winning to them is a signifier of mastery), though Achievers dip behind Free Spirits when it comes to self-assigned goals, as this is a Free Spirit’s bread and butter, and Achievers tended to choose the most difficult tasks of any type.

Free Spirits performed well in each category, without specializing into mastery, and outperformed even Achievers when it came to setting their own goals, likely in the realm of creation and exploration. Since autonomy is at their core, monolithic goals like winning may actually de-incentivize them.

Socializers and Philanthropists performed the most consistently, while lagging the other types in goal achievement, likely because 1) most games don’t offer purely social or philanthropic mechanics, thus limiting their ability to access their favored win conditions and 2) accomplishments and endgame status are not a primary motivator.  

Another interpretation is that some Socializers and Philanthropists may be naturally less competitive, or resort to social connection as a way to defer from effort, a fear of losing, or insecurity about their competency. It seems that in games, nice guys do finish last, unless they decide that success means being a nice guy.
 
Jekyll and Hyde

As mentioned previously, there are dark sides to each of the types. Some are blunt, like Griefers and Destroyers. Others, like Improvers and Influencers, can ride the line of bane or virtue.

Influencers will try to change the way a system works by exerting influence over other users. In cooperative games they are known as Quarterbacks. This is not inherently negative. If they feel the system is broken and you allow them a voice to discuss changes, they can become allies and advocates. Make use of them or lose them – worse still, they could end up switching to a Griefer.

Griefers (this is the Killer in Bartle’s taxonomy) are direct disruptors, in and out of the game. They want to negatively affect other users, just because they can. It may be to prove a point about the fact that they don’t like the game, don’t want to be in the learning setting, are having a bad day, or feel insecure about their competency within the game systems; or it may be that they have learned to accept negative attention as favorable to no attention.

Destroyers want to break systems within the game. This may be by hacking or finding loopholes in the rules that allow them to ruin the experience for others. Their reasons again may be because they dislike the game or it may be a deviant form of exploration or mastery, hacking things or besting opponents by any means. Adding constructive feedback and scaffolding can hopefully guide them toward being an Improver.

Improvers will interact with systems with the best intentions in mind. They may find loopholes or make up rules that make more sense to them, but their aim is to change the system for the better. They are similar to the Free Spirit type, in that they want the autonomy to explore the system, identify problems and fix them. With care, they can be great leaders; ignored or mistreated, and they could retreat toward a Destroyer.

The trick for every PT is to identify their internal motivators and gradually convert them from being impulsively reward-seeking into setting personal goals that are harmonious with the objectives of the learning setting, if not the game.
 
Charting a Path Toward Intrinsic Motivation

We’ve spoken at length about the complexities of intrinsic vs. extrinsic motivation, and how games are superb at reinforcing self-efficacy. But as an instructor, part of the job is to make students aware of their own motivators and give them the tools to create their own sense of engagement.

One simple source is empowerment. People tend not to enjoy things they’re bad at. Playing to a student’s strengths can make the difference between their light and dark sides, even if it means skewing systems to benefit the way in which a struggling student wants to play the game. Asymmetrical games or contrived asymmetry (tacitly giving one student improved abilities or equipment) can make players feel special, empowered, or give them the proper scaffolding to compete with more advanced players.

Another source of engagement is meaning. We mentioned asymmetry, but another facet of balance is that players need to feel that their choices have influence over their outcome in the game. This is called self-efficacy or meaning-making. It’s what connects players to the magic circle, their avatar, the narrative arc and the social dynamics of a group. If it’s not apparent, accessible and rewarding within the game, Griefers and Destroyers can often spot an easy path to self-efficacy by ruining the game for others.

Some methods to improve meaning don’t even have to be inside the game. Assigning one player as a Captain or Leader, a Rule’s Sherriff, a Treasurer, a Cartographer, etc. can give them a sense of purpose and value, as well as incentivize them to become a role model or abide by the game’s rules to maintain their status. Jobs can apply in the game as well, using roles that would apply to a mission, phase or achievement in the game.

Counter-intuitively, cooperative games aren’t always the best choice for game-based learning (until you know your players well and have established mutual trust). This is because Griefers and Destroyers can wreak havoc on a cooperative game. In competitive games, at least the game’s systems can fulfill some of their negative intentions. But if everyone’s fun is hinged on them agreeing to play cooperatively, they may see this as an easy opportunity to wield their displeasure over the rest of the group.

Splitting the players into competing teams may give disruptors a sense of allegiance and relatedness, as well as lowering the stakes so that they don’t feel as if they are solely responsible for their failure. It’s also a good idea to start off gaming sessions by reminding students that there is no penalty for losing or making bad decisions. Everyone is going to make mistakes; the point of games is iteration.  
 
School has given most students a phobia of failure. Try to undo that a bit at a time by lowering the consequences of experimentation – who says you even need to keep track of score accurately? Or consider supplementing scoring with individual inspiration points, meta currency or rewards toward a mega game.
 
Physical rewards work wonders. Kids love nothing more than possessing something. Creating real-world trinkets, drawings, maps, figurines, cards, treasures and souvenirs that bring the game to life spark so much joy, and give them a tangible and emotional connection to positive outcomes. This is a perfect example showing that the best form of teaching is creating experiences. Combined with upgrades, skills, unlocks, discoveries, etc. these all provide demonstrable evidence of progress. Progress = competency = empowerment = engagement = curiosity = discovery = repeat.
 
One thing to keep in mind: rewards, empowerment, and meaning should all be focused around the core loop of the system you are trying to teach. The act of a student demonstrating comprehension of a core learning objective should ALWAYS result in a pleasurable experience. That’s what games are most beautiful at: attaching intense, memorable, visceral feelings to great choices.
 
For specific Player Types, let’s take a look at additive vs. subtractive motivators, and left brain (logic and analyzation) vs. right brain (creativity and socialization) motivators.
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​For Free Spirits, Socializers, Improvers and Influencers, try to offer them less regulation and let them discover their own paths and rules. They thrive on anticipation, not results. Feed them unpredictable game states, randomness, social influence, an amplified voice, and opportunities for teamwork or treachery.
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With Achievers, Griefers, and Destroyers, make them feel special. Scarcity, tasks, and personalization can be one way to help them appreciate a personal goal or reward. Invent trophies, rare items they can possess, and special missions. Just as in real-world economics, something is far more valuable when it is one-of-a-kind.

As a post-mortem of this article, a colleague asked if this analysis applied to non-gamified learning, as well as adult learners. We can assume that most elements can be applied to any interactive learning setting, and any stage of development. Though separate research tells us that older learners gain more from repetition, whereas younger learners gain more from social proximity and the quality of direct and immediate feedback. Anecdotally, many of us can probably safely classify our moms as Philanthropists during childhood games.

As for how well this typology extends to other realms of learning, we say: be the experiment you want to see in the world. 
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Dungeons and Dragons Primer: A Guide to Gaming with Kids

3/1/2022

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Well done, adventurer. You've arrived at the unenviable task of wrangling together a group of tiny, fickle humans who have all agreed to try D&D for the first time. 

Uh oh. Now you and four tiny, codependent humans are sitting in a room staring at each other wondering why you have all agreed to sit in a room using your imaginations together.  

After many instances of this exact situation, we have compiled a reference for how to approach your first game of D&D with newbies. (Plus, check out our article about all of the benefits of playing D&D. Or, for those worried about the amount of violence in games like D&D, check out our article discussing violence in games.)
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Granted, this primer was developed for tiny, mildly-engaged humans, but has proven more than adequate to field all the questions you will get from a group of large, imagination-less humans as well, such as:

"So, like, what do we do?"

and

"So, like, how do we do that?"

Good Players: 
discern rules versus limits. They use rules to defy limits.

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  • Rules
    • maintain fairness and allow players to profit from good choices
    • prevent unproductive, IMMATURE instincts; incentivize ingenuity
  • Imagination
    • originality, NOT silliness; silly = indulgent, original = constructive
    • tests the limits of the game, identifies opportunities and blooms ideas for the group to consider
  • Behavior 
    • patience is key, modesty is king
    • there can be a lot of waiting for one’s turn; reframe this time to listen, plan, adapt, iterate and support
    • be true to your character, but disruptive gameplay has consequences; you are in control of your own fun and experience
  • Cooperation
    • plan as a team; share ideas and responsibilities; speak up when feeling compelled, pipe down when being unhelpful
  • Strengths/Weaknesses
    • consider what the group lacks and how to provide it
    • there are hundreds of ways to be useful
    • add your own strengths to your character – or experiment with strengths you wish for
  • Growth
    • min/max: choose a small number of abilities and become an expert
    • Or strategize growth to access multiple complimentary abilities
    • BUT master basic skills before moving onto new interests
  • Self-Expression
    • the game’s abstraction and impermanence allows you to try on endless costumes and personas
    • debates will happen, there are bad ideas, but judgment and condescension should never be tolerated​

​Good Dungeon Masters:
become the world they invent, and leave their Ego behind

  • Fair
    • ​find a balance between cool and consistent
    • unbiased -- your mission is not to defeat players, your mission is richness
    • punish poor choices and inattentiveness, reward being outsmarted, keep all options open, incentivize creativity often
  • ​Challenging
    • ​complexity DOES NOT EQUAL confusing
    • quests/enemies/mysteries should get tougher as character's develop​
  • Fluid
    • DMs discover the world as often as players; roll with it
    • if players deviate from the intended path, appreciate the opportunity
    • Don’t halt momentum, but create a balance between intense narrative and action and giving players unstructured time for exploration
  • Thorough
    • you must be every inch of your world
    • know the world so well that you can respond in its voice
    • create NPCs to add flavor, help a struggling group or hinder an arrogant group
    • disguise your hints; make your traps delicious
  • Aware
    • DMs control the fun, keep your eyes open for it at all times
    • pay attention to which stories, abilities and strategies your players engage with and which they don't enjoy
    • adapt to player choices, abilities and interests; do not let the game get stale and redundant
    • Celebrate your players' strengths; let their characters play. Give a tank tons to demolish, a rogue tons to uncover, a ranger tons to stalk, a wizard tons to incant.

​​Tips for a More Fulsome Experience

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  • Handouts
    • Invite tactility as often as possible. Physical puzzles, printed maps, ambient music, 3D printed miniatures, tokens or settings provide a wonderful texture and immersion to the game
  • Campfire totem
    • Bring a sense of this tactility into the game world. Whenever characters are resting or players need a reprieve from action, host a campfire and have each player invent a productive and creative object, task, skill or hobby that is true to their character  
  • Homebase
    • Encourage each player to invent a backstory, including their hometown and a domicile to which to add flavor. This can include a local friend or enemy network, family history, expertise over that terrain, and the option for players to store and recover treasure, weapons, items, memories and souvenirs
  • Souvenirs
    • Souvenirs can add a little bit of everything. When a player or group accomplishes a great victory, decide on a relic to commemorate the event. It can be physical or remain within the game world – something that either has a small but crucial future use or can simply be worn or displayed as a reminder of an epic story.
  • Have fun, duh
    • ​Yet this isn't always obvious. As we tell our students at the start of every game, "you control the fun." This is your world -- if you don't believe it, no one else will. We've found it's a lot easier to teach kids how to be more mature than to teach adults how to be less mature. Give yourselves permission to dive in as deep, wide, dorky, absurd and immersed as you are able. That's the point of the whole game: you get to invent who and what you've always wanted to.  
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Clarifying Game Addiction

2/1/2022

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         (AKA the one where you realize you might be more addicted to games than your kids)
 
In an earlier blog post, we covered the myth that violent games create violent attitudes.  Our previous article dealt with the myth that games inhibit productivity, as we discovered why so many young people turn to games not as an escape but as a source of self-efficacy.
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Today we want to discuss an important distinction within the gaming world: when and why games become addictive. We’ll introduce the different types and qualities of fun, what happens in our brains during those forms of stimulation,  and how many popular games – and media -- have learned to manipulate just that.
 
Nicole Lazzaro is a researcher who earned her success by theorizing the ‘4 types of fun’ almost 20 years ago. Her work has become canon for many game and UX (user experience) designers. Based on mapping the emotional responses of gamers, she bucketed fun into 4 categories: Fun of Novelty, People Fun, Fiero (Accomplishment), and Flow (Engagement).
   
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Novelty, also known as Easy Fun, is the surprise and delight commonly associated with simple, light games and activities. This is the fun that comes from stimulating our curiosity and creativity, allowing us to explore new worlds, engage in discovery, and invent. It’s the basis of role play and imagination, where we can experiment with identity and sampling new characteristics.
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The reward for Novelty is innovation. In a study of preschoolers who were asked to define the utility of a group of random objects, researchers compared children who studied the objects independently versus children who were first offered direction by an adult.  The children who were allowed to engage with the objects through play named an average of 3 times as many nonstandard uses for the objects compared with children who were given a guided approach to the objects.

This segues into the second realm of fun, Flow. This sort of fun is all about zen engagement and hyper-focus, and aligns with one of the foundational pillars of Self-Determination Theory, Agency, which we spoke of in depth in our prior article. 

Flow is the optimal blend of challenge and reward that players require to maintain a constant state of immersion. To achieve this, a game or activity needs to first succeed at offering the player visibility into all of his or her choices and abilities. Players must feel that they have the knowledge and skill to affect the world. This creates self-efficacy. Self-efficacy creates intrinsic motivation.
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​However, games are also masterful sources of extrinsic motivation. Their feedback systems record and reward the history of a player’s past achievements, and constantly generate new tasks and new rewards designed to match the player’s growing abilities, all while offering the player immediate visibility as to how each of his or her decisions affects the environment; most specifically, reinforcing which actions will earn the player his or her next reward. This creates a constant state of progression and anticipation, which releases vast amounts of dopamine, a chemical in the brain that transmits feelings of pleasure and motivation.

If Flow is a dopamine drip, Fiero is a firehose. Fiero, Italian for “proud, fierce, and bold” is the type of fun that is intense, earned, scarce and explosive. Fiero is that underdog moment when against great odds, a player achieves an improbable victory and hurtles his arms in the air and shouts, “Finally!”
​
Fiero is achievement fun, and requires that the Flow state be skewed toward the frustrating end of the spectrum. Fiero can’t be achieved without first dragging the player dangerously close to the point of rage-quitting.  

Fiero also fulfills another pillar of the Self-Determination Theory, Competency. Using the Flow model of progression, games and play are excellent facilitators of learning. We’ve previously spoken about distributed practice and knowledge checks; when added to powerful intrinsic and extrinsic motivators, games expand a player’s cognitive performance in ways that the educational system ought to be envious of. Not only does play activate norepinephrine, which activates alertness and improves brain plasticity, but higher amounts of play are correlated to lower levels of cortisol. Play reduces stress.

Can it reduce anxiety too? Research does show that the neuroplasticity created through games allows players to apply their analytical and problem-solving competencies to everyday contexts, reducing their anxiety when encountering unfamiliar real-world situations.

Anecdotally, we have worked with many Special Ed students and children on the autism spectrum who first escaped into games to combat their social anxieties, and wound up learning the communication, emotional and analytic skills that allow them to succeed in social situations.

A great segue to the final mode of fun, People Fun. This is the general satisfaction of creating a brief, dynamic community with strangers or loved ones around a shared experience. Games stimulate all sorts of social emotions, including Schadenfreude (the enjoyment of another’s misfortune), Naches (the pride of seeing a peer succeed), teamwork, healthy competition, and sportsmanship. This completes the Self-Determination pillars, adding Relatedness.

Just as in solo play, People Fun is the result of another neurotransmitter, the hormone oxytocin, which is a brain chemical associated with social bonding, trust and empathy. Even virtual games can stimulate oxytocin (though, have a listen to this podcast with Jamie Madigan where he discusses the psychology of online friends and how they fulfill about 80% of our social needs, but aren’t quite a full substitute for physical friendships.)

That all sounds like a bunch of positives, so where’s the dark side? How does addiction manifest?

By now we are all familiar with the corrupting potential of social media, not to mention drugs. Games rely on, and are designed to manipulate, the same chemicals that cause other addictions.

Dopamine operates under the principle of tolerance. The more of it we release, the more of it we need to feel the same degree of pleasure. Many popular games literally turn this into an economy. To keep up their dopamine levels, players constantly feel compelled toward new rewards, new environments, new aesthetics, and new challenges. Some game companies make you pay for every inch of it.

Loot boxes, weapon upgrades, avatar skins, sequels, prequels, supplemental Downloadable Content (DLCs).  To maintain Flow and the progressive sense of validation, not to mention tangible rewards, players can become physically and mentally addicted to the anticipation and stimulation of new elements of the game, and pay continuously for it.

What’s worse, is that at some point it stops registering as fun. While dopamine is associated with pleasure, it doesn’t automatically create positive emotions, as it’s equally aligned with motivation. That motivation can also produce stress, frustration, resentment and regret. Many players who are addicted to games as simple as Candy Crush and Farmville express negative emotions after continuously paying tens or hundreds of dollars to progress in the game.

Oxytocin is another, more familiar culprit. When you see a new Like, tag, or message on social media, the feeling of joy comes from the same chemical as Social Fun, oxytocin. Oxytocin, like dopamine, requires higher and higher doses. The same research used in games and UX produced the addicting aspects of social media. The same research also designed touch screens to use the same intimate gestures we share with loved ones. Indeed, your brain registers the way you touch your phone as a signal of bonding.  

The same research, same principles, same input, same output, same manipulation. Might as well consider it all a game experience. Or rather, a gamed experience.

When you’re wondering if your kids are addicted to games or media, teach them to ask themselves these questions. Then ask yourself the same.

Do you reflexively open a game, website or app and realize you had closed it moments earlier?

While using a particular game, website or app, do you feel:
                    Energized, or empty?
                                                     Joy, or stimulation?
                                                                                    Excited, or compelled?

When you close a particular game, website or app, how do you feel?

While there are different forms of fun, born from different antecedents, as a whole, I’m not sure we draw an honest line between our expectations and our outcomes when it comes to small but daily interactions with media. One of our favorite aphorisms here is, "Practice like you play." If we may re-interpret it, a routine check-in with ourselves may be necessary to make sure that we stay present with the virtues of play. We suggest, "Practice why you play."
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Is school an institution, or a game?

11/1/2021

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There are plenty of rumors surrounding why our educational system is designed the way that it is, plenty of conflicting ideas on how to fix it, and plenty of past solutions that are now part of the blame for its current quagmire.

Strangely enough, when UnboxEd was in development and we began to compare our ideals with the design of public schools, we realized that our educational system can actually fall under the definition of a game.

  1. There are rules.
  2. There is a scoring system.
  3. The systems combine to create game states.
  4. There is a circle (decidedly NOT magical) into which a user steps, which designates it from the outside world.

Let’s elaborate on each.

Beyond the simplest function of making a game "work," what do rules serve?

Rules shape the interactivity of elements in a game world. We often find stricter rule sets in linear games (players progress on a single ‘golden’ path, with transparent goals), while open, explorative games allow players more agency in their interaction, often using the player’s biases and assumptions as part of the puzzle that they must overcome.

School falls under the linear, narrow campaign. Little, if any, of its systems are designed to respond to student agency. Rather, success often depends on students who are built for its demands. It’s a shame that we’ve gotten to a point, with a concept like education that we consider so exploratory, that not even the educators themselves have control or consent over the systems of education.
​
So what is lost in that model? Being part of the rules process means you are invested in the system as a stakeholder and constituent. You have ownership over your world, and feel responsibility to abide by the rules you helped create. Skin in the game creates an incentive to preserve its integrity.
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Scoring, however, is our biggest gripe with public education. Grades cap achievement at 100, and count down commensurate with a student's errors. As a game designer, the only time we include a mechanism which counts down, be it a timer or health gauge, is when our aim is to introduce tension and pressure to the player experience. That's what grades do to students.

This scoring system evaluates a narrow set of skills, mainly raw intelligence and memory, with some compensation for work ethic. It also ensures that all students are directly compared to one another on these few, specific skills without taking into account character or creativity. Students are labeled as "high performing", "low performing", or "average". They carry this mono-identity with them throughout their learning universe. They have no choice but to internalize it. "I am a [performance status] student".
 
                               This system does not measure growth, it measures decay.

Take a well-designed game as a comparator. Dungeons & Dragons begins every character at level zero and counts up as they progress, to a limitless number. Notice a difference in the language itself. You “gain” levels, “increase” experience points, “acquire” abilities, skills, feats, currency, and items. Failure is not punitive: it simply shifts the problem to a different set of trials. If A didn’t work, you try B. Players recognize the freedom to experiment with various paths, which incentivizes and rewards imagination and iteration. 
​
Each character has a unique path to achieving unique goals, solutions and growth. Instead of comparing one’s self to another student’s abilities and achievements, each student can identify as an inclusive sum of both strengths and weaknesses. Through the game universe, players constantly call, "I’m good at [ability], but I can't [skill] yet." Answered with, "No problem, I’ve got [skill]. Can anyone [ability]?"
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Think of game states as phases, arrived at through current factors and conditions. I want to focus on the Fail State. There is one major problem with the Fail State at school. It is binary and therefore abstracted from a goal as broad as cognitive growth. Pass or Fail. Those are the options. Which means students are not attempting to learn the material, they are attempting to achieve a Passing State. There's a big difference.

Without any nuance beyond Pass or Fail, students often don't care what they achieved, only IF they achieved the desired state. As educators, we consider the student having mastered or not mastered the material, mark the grade and move on to the next unit. The machine grinds on. Students don't experience a consequence until the next time a cumulative concept builds on top of the previously unmastered material, and they fall farther behind.

If a student were to guess at each exam without understanding the material and luckily scored excellent grades, they would absolutely consider that a success. But would a parent or teacher consider that a success? Then who are our students learning for?
​
Grades have been divorced from the premise of learning. The Pass/Fail State in school reduces achievement to a reactive, quantifiable chore, versus what could be a rich, meaningful action that demonstrates achievement.

The current design teaches students to care more about achieving a high score than about learning, which makes cheating a profitable and sometimes smartest choice, under the lens of optimizing the game we've put in from of them.
​
Good designers don’t blame players for breaking their game. They consider it poor design and fix it.
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