Response to "Designing Gamification in the Right Way"
In
the article “Designing Gamification in the Right Way,” Bohyun Kim uses a very
different way to carry out the research, comparing to Neuhaus’s article. Kim
first points out the topic of the research – gamification, which is relatively
new and has many unknown questions. Then he generally sums up the questions and
classifies them into five parts. In each part, he explores the connections
between the subtopic and gamification design by analyzing the ideas brought up
by other experts and adding his own expertise. But in Neuhaus’s article, she explains
bunches of details from observing The
Simpsons and other expertise to support every small arguments she makes in
every paragraph. The two articles both have high density, and the words they
use are academic and serious, which makes me always lost. I think “Designing
Gamification in the Right Way” is more readable because Kim classifies his
research variables clearly but Neuhaus’s article does not. In addition, another
similar thing between Kim’s and Neuhaus’s article is that they both think
critically of their topics. Neuhaus thinks Marge is a satire of the housewives
in 1950s sitcoms, but she still reinforces the traditional values as a “nuclear
family.” Kim thinks that gimification can be very helpful if it is designed by
clarifying the right goal, target group and its use type, gender, age, culture,
academic performance and learning content, but it still has critiques and
negative effects. I think thinking and doing research critically is very
necessary, because it can make the results of the research more comprehensively,
so the society can have fewer stereotypes.
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