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Gamification, personalization and continued education

Gamification, personalization and continued education are trending in edtech

PaGamO free gamification

PaGamO Offers Free Gamification for Teachers

https://campustechnology.com/articles/2016/03/29/pagamo-offers-free-gamification-for-teachers.aspx

By Joshua Bolkan,  03/29/16

The first-ever online social gaming platform for education, PaGamO is based on the principles of classic board games like Risk and Settlers of Catan.

Teachers can create assignments, assessments and homework within the platform. Assignments can be delivered to custom groups of students according to their needs, and the platform provides statistics offering insight into student abilities and areas in need of additional work.

more on gamification in education in this blog:

https://blog.stcloudstate.edu/ims/?s=gamification&submit=Search

Visualisation and Gamification of e-Learning and Programming Education

Visualisation and Gamification of e-Learning and Programming Education

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Electronic Journal of e-Learning Article · January 2016
Marie Olsson, Peter Mozelius, Jonas Collin

This paper presents and discusses visualisation as a channel to improve learner’s control and understanding of programming concepts and gamification as a way to increase study motivation in virtual learning environments. Data has been collected by evaluation questionnaires and group discussions in two courses partly given in the Moodle virtual learning environment. One course is on Game based learning for Bachelor’s programmes, the other is a course on e-learning for university teachers. Both the courses have used progress bars to visualise students’ study paths and digital badges for gamification.

on education and gamification

Tom said to himself that it was not such a hollow world, after all. He had discovered a great law of human action, without knowing it—namely, that in order to make a man or a boy covet a thing, it is only necessary to make the thing difficult to attain. If he had been a great and wise philosopher, like the writer of this book, he would now have comprehended that Work consists of whatever a body is obliged to do, and that Play consists of whatever a body is not obliged to do. And this would help him to understand why constructing artificial flowers or performing on a tread-mill is work, while rolling ten-pins or climbing Mont Blanc is only amusement. There are wealthy gentlemen in England who drive four-horse passenger-coaches twenty or thirty miles on a daily line, in the summer, because the privilege costs them considerable money; but if they were offered wages for the service, that would turn it into work and then they would resign.

Twain, M. (2006). The Adventures of Tom Sawyer. Chapter 2.

http://www.gutenberg.org/files/74/74-h/74-h.htm#c2

gamification and design

Gamification and the Progressive Challenge Design Pattern

https://www.linkedin.com/pulse/gamification-progressive-challenge-design-pattern-robert-bilyk

Director, Center for Online Learning at Metropolitan State University

Sebastian Deterding and his online portfolio at http://codingconduct.cc/

online instructors can use gamification to boost student interest in their content.

Educational games can ‘hook’ students through extrinsic motivators and gradually promote an appreciation of the content and a level of satisfaction from the pursuit of knowledge and the solution of problems.

 

Gamification for Your Course

Gamification: Practical Strategies for Your Course

http://www.academicimpressions.com/webcast/gamification-practical-strategies-your-course-december-2015

What Gamification Is:

Gamification is the concept of applying game mechanics and game design techniques to engage and motivate people to achieve their goals.

What Gamification is not:

Gamification is not digital game-based learning (DGBL); it does not allow students to play digital games to apply/identify concepts, nor does it allow students to create games to demonstrate comprehension. Unlike DGBL, gamification does not require the use of virtual environments or elaborate tech-based systems.

Engage students through creative course design.

Learn how to strategically implement game-based design principles that can help you better engage students in a more interactive approach to education. Using gamification in your courses does not have to be difficult nor does it have to be comprehensive. We will discuss a range of different approaches that you can implement immediately to help make assignments more competitive, grading scales more interactive, and content more compelling.

more on gamification in this IMS blog:

https://blog.stcloudstate.edu/ims/?s=gamification&submit=Search

lightweight gamification

Introducing the lightweight gamification model

I am introducing a new model called ‘lightweight gamification’ which is targeted at individuals and SMEs who want to run gamified programs but don’t have the time and resources needed to think through…

http://gamificationofwork.com/2014/05/introducing-lightweight-gamification-model/
Shared from the Digg iPod touch app

ALA Gamification

ALA’s GameRT is looking to organize preconferences at next year’s Midwinter and Annual ALA conferences. Last year at Annual we had Dr. Scott Nicholson run a preconference called Using Meaningful Gamification to Motivate Library Users. It was a great success and people enjoyed it a lot!

What we’re interested in hearing from you is what sorts of topics you’d like to see covered at a preconference. Once we get those ideas we’ll be able to find people capable of creating preconferences that you’ll find interesting and educational! So please, let us know any ideas that you have!

Please reply with your ideas offlist by emailing me at thematthewmurray@gmail.com

Apologies if this is too off topic, but I thought some of you might be able to provide some good suggestions.

-Matthew

Gamification of the LMS

Please look at our blog entry:
https://blog.stcloudstate.edu/ims/2014/09/04/gamification-its-easier-than-you-think/

Gamification of the LMS – A Step Towards Evolution of the Modern LMS

http://www.gc-solutions.net/blog/gamification-of-the-lms-a-step-towards-evolution-of-the-modern-lms/

my note: article is written for the corporate world, but there is no reason why not apply in higher ed.

While applying gaming in learning content, we create timed quizzes, mazes and other such learning tools, which award the learner points, badges or other collectibles. The same mechanics are employed to embed gamification in our strategy for delivering content. Gamification provides an added incentive for learning, making the process of learning enjoyable through the excitement of built-in gaming elements.

two strongest components that help gaming to deliver effective learning – healthy competition between peers and asense of achievement.

  • Certificates
  • Collectible points that can be redeemed
  • Discounts on new content
  • Expert status
  • Special privileges in the portal
  • Fame on the Social Circuit: Leading professional networking site ‘LinkedIn’ has a popular gamification element that has worked very well among users.

Our WiZDOM LMS v5.0 is a new-age Learning Management System which has the built-in capabilities of gamification to make sure that the learner feels motivated to complete the e-courses and is able to have fun while doing it! But while employing game-based learning within the LMS, a few points need to be kept in mind:

  • Know your audience well
  • Provide real benefits
  • Keep a close eye
  • Keep evolving to make it fun

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