Khan [14] has introduced the eight-dimensional elearning framework, a detailed self assessment instrument for institutions to evaluate the readiness and the opportunity of their e-learning classes to grow.
institutional, management, technological, pedagogical, ethical, interface design, resource support, and evaluation. Institutional refers to the administrative and academic part of the system. Management refers to the quality control, budget, and scheduling. Technological refers to the infrastructure, hardware, and software. Pedagogical refers to analysis, organization and learning strategies. Ethical refers to ethical, legal, and social and political influences. Interface design refers to the user interface, accessibility, and design content. Resource support refers to career services, journals, and online forums. Finally, the evaluation refers to the assessment of learners and educators.
gamification – definition
Modern gamification term was first introduced by
Nick Pelling in 2002 [15]. Gamification is a concept that implements the game components
into the non-game contents such as education, marketing, administration, or even software
engineering [16]. These components include points, badges, leaderboards, and quests.
Each of them serves the purpose to increase the level of user engagement in the learning
process.
three components of engagement: cognitive, behavioral, and emotional [19].
Toolwire and Muzzy Lane, two digital game-based learning (DGBL) vendors that are making significant strides in higher education through their “serious game” products. The state of DGBL in higher ed is not nearly as prevalent and accepted as it is in K-12, but growing quickly.
Serious games feature evidenced-centered design, whereby data is collected, analyzed and adapted to the knowledge level of the player
Andy Phelps, director of the Rochester Institute of Technology Center for Media, Arts, Games, Interaction and Creativity (MAGIC) and executive committee member of the Higher Education Video Game Alliance (HEVGA),adds that “game-based learning has the opportunity to really challenge our assumptions about linear modes of educational interaction.”
Muzzy Lane, s higher-education-oriented Practice Series games, in partnership with McGraw Hill, feature titles in Marketing, Spanish, Medical Office and Operations.
The Challenge of Creating Worthy GamesBoth Toolwire and Muzzy Lane DGBL products are not of the “Triple A” PlayStation 4 and Xbox One variety, meaning they do not have all the high-fidelity, digital-media bells and whistles that are inside the heavily advertised war games and sports games geared toward the more than $99 billion global video game consumer marketplace, according to gaming market intelligence company Newzoo.
the state of DGBL in higher education consists of very effective digital games of less-than-Triple A fidelity coming out of private companies like Toolwire and Muzzy Lane, as well as from a good number of college and university game design innovation centers similar to RIT’s MAGIC. These include the Games+Learning+Society (GLS) Center at the University of Wisconsin-Madison; the University of Southern California Interactive Media and Games Division, the Carnegie Mellon University Entertainment Technology Center and the New York University Game Center.
Microcredentials, or short-form online learning programs, is the latest buzzword that higher education providers are latching onto. They come with diminutive names such as Micromasters (by several universities working with edX) and nanodegrees (by Udacity). But they have the potential to shake up graduate education, potentially reducing demand for longer, more-traditional professional programs. At the core of the trend is the idea that professionals will go “back to school” repeatedly over their lifetimes, rather than carving out years at a time for an MBA or technical degree.
Credential Engine, a nonprofit funded by the Lumina Foundation, Microsoft and JPMorgan Chase, today launched its Credential Registry, a digital platform where institutions can upload degrees and credentials so prospective students can search for and compare credentials side-by-side.
EdX, the nonprofit founded by Harvard University and MIT to offer MOOCs, now lists 40 “MicroMasters” programs from 24 colleges and universities around the world.
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In the Era of Microcredentials, Institutions Look to Blockchain to Verify Learning
Udacity won a trademark for Nanodegree last year. And in April, the nonprofit edX, founded by MIT and Harvard University to deliver online courses by a consortium of colleges, applied for a trademark on the word MicroMasters. And MicroDegree? Yep, that’s trademarked too, by yet another company.
Pluralsight—an online IT training provider—has scaled to become an edtech “unicorn,” with a valuation over $1 billion. Similarly, LinkedIn’s $1.5 billion acquisition of Lynda.com in 2015—and LinkedIn’s subsequent acquisition by Microsoft in 2016 for $26 billion—are connected to the new business models in the provision of corporate learning.
SAP’s Shelly Holt describes the movement toward a curation model… The curation approach and microlearning philosophy also provides a level of personalization that individuals have come to expect.
colleges and universities that seek to meet corporate needs must move beyond monolithic programs and think in terms of competencies, unbundling curriculum, modularizing and “microlearning.” Many institutions are already pioneering efforts in this direction, from the certificate- and badge-oriented University of Learning Store (led by the Universities of Wisconsin, California, Washington and others) to Harvard Business School’s HBX, and the new “iCert” that we developed at Northeastern University. These types of shorter-form, competency-oriented programs can better fit corporate demands for targeted and applied learning.
Mystery Skype comes in. The origins of the game are unclear, but after the idea started to spread, Microsoft asked a group of six teachers to write an online guide to the game.
In addition to teaching students geography with context, Mohan believes the game can help them develop skills such as critical thinking, leadership and collaboration.
It also gives them a chance to meet people around the world — albeit only those who have access to the right technology.
Course title: IM 554 Developing Skills for Online Teaching and Learning
Topic for this week: Game-based learning, Virtual Reliability, and Augmented Reality
Audience: IM Graduate students working for K12 schools or in business
2. How did GBL change in the past year? Who is the leader in this research (country)? Is K12 the “playground” for GBL and DGBL?
China: Liao, C., Chen, C., & Shih, S. (2019). The interactivity of video and collaboration for learning achievement, intrinsic motivation, cognitive load, and behavior patterns in a digital game-based learning environment. Computers & Education, 133, 43–55. https://doi.org/10.1016/j.compedu.2019.01.013
Finalnd: Brezovszky, B., Mcmullen, J., Veermans, K., Hannula-Sormunen, M., Rodríguez-Aflecht, G., Pongsakdi, N., … Lehtinen, E. (2019). Effects of a mathematics game-based learning environment on primary school students’ adaptive number knowledge. Computers & Education, 128, 63–74. https://doi.org/10.1016/j.compedu.2018.09.011
Tunesia: Denden, M., Tlili, A., Essalmi, F., & Jemni, M. (2018). Implicit modeling of learners’ personalities in a game-based learning environment using their gaming behaviors. Smart Learning Environments, 5(1), 1–19. https://doi.org/10.1186/s40561-018-0078-6
Pitarch, R. (2018). An Approach to Digital Game-based Learning: Video-games Principles and Applications in Foreign Language Learning. Journal of Language Teaching and Research, 9(6), 1147–1159. https://doi.org/10.17507/jltr.0906.04
min 29 from start: University of Connecticut (chapter 1)
min 58 from start: Dan Getz with Penn State (chapter 2)
hour 27 min from start: Randy Rode, Yale (chapter 3)
Acclaim, Badger, Badge List, Credly, CSULogics, and Red Critter
Acclaim and Credly merged. CSULogics seems CCCS native; pls advise if I need to contact them nevertheless. Badgr is now with Canvas, but I still think we need to explore the options with other LMS, such as D2L.
From: Hank from Badge List <hank.holiday@badge-list.intercom-mail.com> Reply-To: Hank from Badge List <hank.holiday@badge-list.intercom-mail.com> Date: Friday, April 26, 2019 at 4:53 PM To: Plamen Miltenoff <pmiltenoff@stcloudstate.edu> Subject: Re: Discuss a setup of microcredentialing system
Please look that over and we can help you via email if you have any questions.
Cheers,
– Hank
From: Ben from Badge List <ben.roome@badge-list.intercom-mail.com> Reply-To: Ben from Badge List <ben.roome@badge-list.intercom-mail.com> Date: Monday, April 29, 2019 at 5:30 PM To: Plamen Miltenoff <pmiltenoff@stcloudstate.edu> Subject: Re: Discuss a setup of microcredentialing system
Hi Plamen,
We’d love to get on a call but unfortunately we can’t spend those time resources on accounts that generate below $4,950 per year. Does your budget meet those requirements? If so we’d be happy to schedule a conversation.
the emphasis (strong side) is the streamlining of the different offices and activities on campus
levels of proficiency is very much geared toward undergrads
aspects of gamification, but no peer support credit/badge
U of Pittsburgh – OCC outside the class curriculum
Monclair U (NJ second largest):
U of Wyoming: after level 3, career coach does storytelling appointment.
pilot is $5K and institutional can vary between $10-15K