Tuesday, April 28, 2026

Against gamification

In The New York Times, Molly Worthen, a professor of history, writes against the gamification of education:

No technology is philosophically neutral. The apps and games that provide a simulacrum of educational progress also encourage students to absorb a certain worldview, an idea of what they should strive for. They end up with the impression that learning is a matter of box ticking, pattern recognition, completing discrete tasks and “leveling up.”

When they get to college and face open-ended essay questions and other forms of ambiguity — when they begin thinking about what they should do after graduation and try to figure out the point of it all — they panic. When a professor asks them to read an entire novel, the task feels overwhelming.

They got into college by mastering a gamified system. But that’s a false picture of the world. Take it from Emerson. He wrote in “Self-Reliance” that real education requires a person to learn that there is no algorithm for fulfillment: “Though the wide universe is full of good, no kernel of nourishing corn can come to him but through his toil.” Serious intellectual work and moral reasoning cannot be gamified.
Three related posts
Annals of pedagogy (With Hospital Spelling and Punctuation Football) : On “meeting them where they are” : Parts and wholes

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