Archive of ‘gamification’ category

gamification online learning

Gunawan, F. (2018). GAMIFICATION ANALYSIS AND IMPLEMENTATION IN ONLINE LEARNING. ICIC Express Letters, 12(12), 1195–1204.
https://www.academia.edu/39858461/GAMIFICATION_ANALYSIS_AND_IMPLEMENTATION_IN_ONLINE_LEARNING?auto=download
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].
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more on gamification and online learning in this IMS blog
https://blog.stcloudstate.edu/ims?s=gamification+online+learning

VR Antarctica

Kate Pound, a professor with St. Cloud State U did research in Antarctica: kspound@stcloudstate.edu 

 

View this post on Instagram

 

Experience Sir Ed’s Antarctica…through virtual reality! Antarctic Heritage Trust is honoured to care for Sir Edmund Hillary’s Antarctic legacy. Over the 2016–2017 summer Antarctic Heritage Trust’s team on the Ice spent more than 5700 hours carefully restoring Hillary’s (TAE/IGY) Hut and conserving more than 500 artefacts. And now, as part of celebrating Sir Ed’s centenary, the Trust has partnered with Auckland University of Technology (AUT) to create a virtual reality experience based around the expedition base. The Trust is delighted to be giving people a glimpse into what life was like for Hillary and the men of his expedition on the ice. This fully immersive experience will be the closest thing possible to exploring the expedition’s base without actually going to the hut itself. The experience will be free and available at a range of locations across New Zealand as well as online. It is a ground-breaking project in terms of its scale and approach. Professor Barbara Bollard from AUT, who helped collect the data to build the virtual reality, says: “The experience is unique in that it allows you to experience special places without leaving a footprint. It opens up a long and rich history of Antarctic exploration to a wide audience who may never have the opportunity to visit in person.” Enjoy this brief teaser that showcases some of the graphic ‘look and feel’ of the experience, and look out for details to come on how you can experience Hillary’s Hut in virtual reality yourself. With thanks to project partner AUT, principal sponsor Ryman Healthcare Ltd, Antarctica New Zealand (logistics) and Staples VR (technical). #edmundhillary #antarctica #antarctic #antarcticadventure #expedition #conservation #antarcticlegacy #kiwilegend #scottbase #rossisland #explore #discover #southpole #virtualreality #virtualrealitytour #restoration #duluxpaint @staples_vr @antarctica.nz @duluxnz @autuni @rymancareers

A post shared by Antarctic Heritage (@antarcticheritage) on

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more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=vr+virtual+reality

visuals in the classroom

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more on visuals in this IMS blog
https://blog.stcloudstate.edu/ims?s=visuals

DGBL in higher ed

Digital Game-Based Learning in Higher Ed Moves Beyond the Hype

By George Lorenzo     Aug 4, 2016

https://www.edsurge.com/news/2016-08-04-digital-game-based-learning-in-higher-ed-moves-beyond-the-hype

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.

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more on DGBL in this IMS blog
https://blog.stcloudstate.edu/ims?s=dgbl

microcredentials and graduate education

https://www.edsurge.com/research/guides/a-lifetime-of-back-to-school-microcredentials-in-higher-education

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.

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EdX Quietly Developing ‘MicroBachelors’ Program

By Jeffrey R. Young     Jan 25, 2018

https://www.edsurge.com/news/2018-01-25-edx-quietly-developing-microbachelors-program

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In Evolving World of Microcredentials, Students, Colleges and Employers Want Different Things

By Jeffrey R. Young     Jan 23, 2018

https://www.edsurge.com/news/2018-01-23-in-evolving-world-of-microcredentials-students-colleges-and-employers-want-different-things

Why New Jersey Is Banking on a Credential Registry to Boost Its Middle Class

By Sydney Johnson     Dec 7, 2017

https://www.edsurge.com/news/2017-12-07-why-new-jersey-is-banking-on-a-credential-registry-to-boost-its-middle-class

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.

Also: https://blog.stcloudstate.edu/ims/2019/01/14/promoting-credential-transparency/

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More Colleges Are Offering Microcredentials—And Developing Them The Way Businesses Make New Products

By Jeffrey R. Young     Oct 5, 2017

https://www.edsurge.com/news/2017-10-05-more-colleges-are-offering-microcredentials-and-developing-them-the-way-businesses-make-new-products

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

By Sydney Johnson     Oct 31, 2017

https://www.edsurge.com/news/2017-10-31-in-the-era-of-microcredentials-institutions-look-to-blockchain-to-verify-learning

Also: https://blog.stcloudstate.edu/ims/2017/09/27/blockchain-credentialing-in-higher-ed/

https://blog.stcloudstate.edu/ims/2018/07/12/blockchain-and-higher-ed/

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Why Udacity and EdX Want to Trademark the Degrees of the Future—and What’s at Stake for Students

By Jeffrey R. Young     Nov 3, 2016

https://www.edsurge.com/news/2016-11-03-why-udacity-and-edx-want-to-trademark-the-degrees-of-the-future-and-what-s-at-stake-for-students

No one owns the term “master’s degree.”

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.

Sean Gallagher, chief strategy officer at Northeastern University’s Global Network,  wrote the book on “ The Future of University Credentials.BOok is available online: https://mnpals-scs.primo.exlibrisgroup.com/discovery/fulldisplay?docid=gale_ofa542844867&context=PC&vid=01MNPALS_SCS:SCS&search_scope=MyInst_and_CI&tab=Everything&lang=en

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As Corporate World Moves Toward Curated ‘Microlearning,’ Higher Ed Must Adapt

By Sean Gallagher (Columnist)     Nov 6, 2017

https://www.edsurge.com/news/2017-11-06-as-corporate-world-moves-toward-curated-microlearning-higher-ed-must-adapt

U.S. employers spent nearly $71 billion on training in 2016

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.

“learning experience platforms”—such as Degreed and EdCast.

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.

it may be reducing demand for executive education offerings, and even for degree programs like the traditional MBA.

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.

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more on microcredentialing in this IMS blog
https://blog.stcloudstate.edu/ims?s=microcred

 

geography skype

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.

games by game theory

<blockquote class=”twitter-tweet” data-lang=”en”><p lang=”en” dir=”ltr”>Most important games from game theory:<br>5. Centipede<br>4. Chicken<br>3. Prisoners dilemma <br>2. Battle of the sexes<br>1. Ultimatum</p>&mdash; oliver beige (@oliverbeige) <a href=”https://twitter.com/oliverbeige/status/1120039217059516416?ref_src=twsrc%5Etfw”>April 21, 2019</a></blockquote>
<script async src=”https://platform.twitter.com/widgets.js&#8221; charset=”utf-8″></script>

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more on games in this IMS blog
https://blog.stcloudstate.edu/ims?s=gaming

GBL XR DS for IM 554

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

March 28, Adobe Connect. http://scsuconnect.stcloudstate.edu/im554_park/

Events worth mentioning (pls share if you would like to discuss details):

1. Where are we now compared to:

2018: https://blog.stcloudstate.edu/ims/2018/03/27/im-554-discussion-on-gbl-2018/

2017: https://blog.stcloudstate.edu/ims/2017/02/22/im554-discussion-gbl/

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 & Education133, 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 & Education128, 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 Environments5(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 Research9(6), 1147–1159. https://doi.org/10.17507/jltr.0906.04

3. DGBL vs Serous Games vs Gamification

4. BYOx. Still timely?

5. XR and its relation to ID (instructional design) and the gamification of education:
https://blog.stcloudstate.edu/ims/2018/10/16/eli-2018-key-issues-teaching-learning/

#7 is ID, #13 is emerging technologies.

What is VR, AR, MR. Immersive learning?
examples from SCSU:
https://web.stcloudstate.edu/pmiltenoff/bi/

Examples from other universities as presented at Nercomp 2019 workshop:

https://zoom.us/recording/share/YtDl7AA3Te_whtCnZZdv93EiNZbljU7yyzl7ibOEam-wIumekTziMw?startTime=1552927676000

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)

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last year plan for IM 554 https://blog.stcloudstate.edu/ims/2018/03/27/im-554-discussion-on-gbl-2018/

Shark Tank grant badge comparison

According to the this Colorado Community College System comprehensive white paper: https://www.cccs.edu/wp-content/uploads/documents/CCCS-Digital-Badging-Taskforce-Whitepaper-11.12.14.pdf

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.

Meeting with Pete from Credly: https://zoom.us/recording/share/gh-NPaJf-3No3mRE6lj_Ulq7qFfRjW0GRjUb27YRsX6wIumekTziMw

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https://badgr.com/

contacted April 25, 2019.

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

Hi Plamen! The pricing is is available here: https://www.badgelist.com/pricing

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.

Benfrom Badge List

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https://www.badgelist.com/

email sent March 26.

respond on March 29: https://www.badgelist.com/pricing

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https://www.redcritterteacher.com/

email sent March 26. submission #28545

Zoom meeting https://zoom.us/j/7796063558 with Dan Hoffman on March 26, Tues, 3PM

Zoom meeting recording https://zoom.us/recording/share/gmCYai1IkMUFH3r2x-yxGciY977Beok5fgay5Czja_CwIumekTziMw with Dan Hoffman of April 30, 2019

http://redcritterconnecter.com/pricing

http://redcritterconnecter.com/APIReference.aspx  to make easy integrate. http://redcritterconnecter.com/APIReference.aspx?apiid=14

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Suitable

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https://support.suitable.co/hc/en-us

https://support.suitable.co/hc/en-us/articles/115000780372-Achievements-Badges-

mostly working with undergrads.

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

segmenting capabilities.

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