Knowles’ andragogy conveys six principles about how adults learn. Three of these principles in particular underscore the effectiveness of gamification, and they can also provide insights into its optimal design.
Intrinsic motivation
One principle asserts that adults are more strongly motivated by intrinsic rather than extrinsic factors. This happens when they are participating in an activity for its own sake—as often happens when playing games. Games intrinsically motivate due to their elements of challenge, curiosity, and fantasy (Dondlinger, 2007, as cited in Plass et al., 2015).
As mentioned earlier, games offer rewards, but these can be designed in a way that promotes intrinsic motivation if they are of little real importance (Kapp, 2014) and if it’s made clear that learning is the ultimate goal. Also of course, for optimal learning, games should be designed so that learners are intrinsically motivated towards the material and not just more general game mechanics (Plass et al., 2015).
Self-directedness
Another principle maintains that adults prefer a self-directed stance towards learning. Gamification can allow learners to proceed at their own pace by incorporating levels (ELM Learning, 2021). In addition, games that allow learners to take risks and then restart encourage them to form their own goals and assess their achievement (Barab et al., 2009; Kim et al., 2009 as cited in Plass et al., 2015). It’s a good idea to consider these approaches as well as other ways to give learners control and allow them to be autonomous when developing game-based learning (Kapp, 2012).
Task-centered orientation
According to another one of Knowles’ principles, adults prefer learning to be contextualized and task centered. Certainly, when playing a game, a learner is not passive. Gamification can further contextualize the learning experience when game environments are developed to mirror the real world (Plass et al., 2015).
Definitely, gamification is a powerful tactic for engaging learners and developing their knowledge and abilities. When it comes to learning theories supporting gamification, these approaches are just part of the story. Cognitive principles, for example, heavily support the effectiveness of gamification. For more information on concepts related to cognitive learning theory, check out my blog posts Designing learning with memory in mind and Cognitive load and e-learning.
Bandura, A. (2018). Towards a psychology of human agency: pathways and reflections. Perspectives on Psychological Science, 13(2), 130-136. https://doi.org/10.1177/1745691617699280
ELM Learning. (2021, January 29). eLearning gamification: How to implement gamification in your learning strategy. ELM. https://elmlearning.com/gamification
Kapp, K. (2016, September 22). Gamification is about engagement. Learnnovators. https://learnnovators.com/blog/gamification-is-about-engagement/
Kapp, K. (2014, February 3). Competition & Cooperation in Gamification. Karl M. Kapp. http://karlkapp.com/competition-cooperation-in-gamification/
Kapp, K. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. San Francisco, CA: John Wiley & Sons.
Merriam, S. (2006). Learning in adulthood: A comprehensive guide. San Francisco, CA: John Wiley & Sons.
Plass, J., Homer, B., & Kinzer, C. (2015). Foundations of game-based learning. Educational Psychologist, 50(4), 258–284. https://doi.org/10.1080/00461520.2015.1122533
Shen, L., Hsee, C., & Talloen, J. (2019). The fun and function of uncertainty: Uncertain incentives reinforce repetition decisions. Journal of Consumer Research, 46(1), 69-81. https://doi.org/10.1093/jcr/ucy062