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I recently did a presentation on Gamification and Enabling Technologies to a small group of people in Malaysia and referred to my belief that the shift from the historical hierarchical societal and business structures to the technology driven networked structures is a disruptive change which is at least partly responsible for some of the global challenges we face in areas such as education, health and the environment.
I made the argument that technology and continuous developments in our standard of living and ubiquitous use of smart devices is transforming us into a "Spectator Society" in which our locus of control is becoming more and more external I.e. There is a growing mindset that the future is beyond our control and that we are increasingly less responsible for our own lives and the way the world is.
I believe that a combination of enabling technologies such as the Internet of Things, Sensors, and Big Data can leverage the power of Gamification as a strategy to reconnect society and, especially around education, develop the skills needed to adapt to these societal changes such as self-awareness, responsible citizenship, entrepreneurship, innovation and self-motivation.
I was prompted to search for a cartoon I had seen some time ago on a friend's Facebook page that articulated precisely how the changes have impacted education (see below). Where once individuals were expected to take responsibility for their own performance, not just in education but in all aspects of their life, now others in society are held accountable for performance and behaviours that should rightly be the responsibility of the individual.