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Behaviorism

Behaviorism relies on observable changes in behavior as a result of positive and negative reinforcement. The theory proposes that responses can be determined and conditioned. Thus, a simple feedback system (positive or negative) following a response to a question/task (stimulus), increases the probability of obtaining the desired reponse (outcome) in the future. 

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Learning Scenario:

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Based on the use of gamification for online learning in a business strategy course. The learning objective is for the learner to be able to identify different corporate operational strategies and appropriate examples.

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In the exercise, the learner matches the different corporate operational strategies (Growth, Stability, Retrenchment or a Combination strategy) with examples of how each strategy could be implemented. Match through drag and drop of available options into the applicable (correct) corporate strategy.

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If the learner is able to match all examples with the appropriate strategy, this would be considered a successful learning experience.

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Gaming Techniques:

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-Maximum of 3 attempts to successfully complete the entire exercise and earn 100 points.

-Learner clicks “Draw” for the game to present the different corporate strategies and options to match.

-After each individual drag and drop, the learner sees a Green check mark or a Red cross, indicating if the selection is correct or incorrect. Immediate feedback is presented after each move.

-The game accumulates the points earned on each attempt and shows it in a progress bar. 

-To start 2nd and 3rd attempt, the learner clicks “Draw”.

On attempt #1 and #2, if 100 points are earned, the learner will see: 100 - “Win”. If not, then learner will see X points - “Let’s Play Again”. 

-After the last attempt, a final score is presented with the message:

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“Thank you for playing the Corporate Strategy Matching Game”.

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Young Girl Playing Computer Games

Do you want to play a game?

Advantages:

* Behaviorism with gamification engages and motivates learners to become active participants.

* Gamification offers different game elements you can include based on your specific learning outcomes of the activity.

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Karl Kapp describes gamification as “an emergent approach to instruction which facilitates learning and encourages motivation through the use of game elements, mechanics and game-based thinking” (Bradbury, 2017).

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Disadvantages:

*Using behaviorism in gamification relies too much on memorization and it may be one-dimensional.

*The learner can adapt the behavior in order to achieve the ultimate goal of getting the highest score, by memorization of correct and incorrect moves.

 

Alternatives:

*To elevate the level of learning and educational goals (hierarchy in Bloom's taxonomy), scenarios based on behaviorism, should be complemented with branching scenarios (activities) based on constructivism, cognitivism, connectivism and andragogy learning theories.

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Bradbury, H. (2017). Gamification vs. game-based learning: What’s the difference? Retrieved from https://www.theknowledgeguru.com/gamification-vs-game-based-learning/

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Copyright © Veronica Diaz. All rights reserved. @veronicadiazdr

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