Learning Beyond Gamification | Generated by AI

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Question: Why in modern society do few people treat studying/learning as a game? What are the differences? What are some unpopular ideas about this?

Answer:

In modern society, few people naturally treat studying or learning as a game primarily because traditional education systems emphasize extrinsic motivations like grades, exams, and future rewards (e.g., jobs or credentials), rather than intrinsic enjoyment. Schools often structure learning as mandatory, high-stakes, and repetitive tasks with delayed or punitive feedback, which contrasts sharply with the engaging, voluntary nature of games. Additionally, societal values prioritize quick information access via technology over deep effortful learning, and cultural perceptions view serious study as “work” while play is seen as frivolous or distracting.

Key Reasons Few People Treat Learning as a Game

Differences Between Treating Learning as a Game vs. Traditional Studying

Games and playful learning induce flow—a psychological state of complete immersion, enjoyment, and optimal challenge (Csíkszentmihályi)—more easily than traditional studying. Here’s a comparison:

Aspect Games/Playful Learning Traditional Studying/Learning
Motivation Mostly intrinsic (enjoyment, curiosity, mastery) Mostly extrinsic (grades, exams, future benefits)
Feedback Immediate, clear, and iterative (e.g., scores, progress) Delayed (tests, reports) and often punitive
Challenge Balanced to skills (adjustable difficulty for flow) Often mismatched (too easy → boredom; too hard → anxiety)
Failure Low-stakes, encouraging experimentation High-stakes, discouraging risk-taking
Autonomy High (player choice, voluntary) Low (mandated curriculum, teacher-directed)
Outcome Flow state: loss of self-consciousness, time distortion, joy Often stress, procrastination, or disengagement
Social Element Often collaborative or competitive fun Individualistic or competitive pressure

Games are designed to keep players in the “flow channel” by dynamically adjusting challenges, providing clear goals, and offering constant feedback. Studying rarely achieves this, leading to lower engagement.

Unpopular Ideas About This Topic

These ideas challenge the hype around gamification, suggesting it’s not a universal fix and can sometimes exacerbate issues if poorly implemented.

References:


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