Archive of ‘gamification’ category

robocolleges

https://higheredinquirer.blogspot.com/2021/07/the-growth-of-robot-colleges.html

some frightening full-time faculty numbers at some large online universities.

Robot colleges have de-skilled instruction by paying teams of workers, some qualified and some not, to write content, while computer programs perform instructional and management tasks. Learning management systems with automated instruction programs

The assumption is that managing work this way significantly reduces costs, and it does, at least in the short and medium terms.  However, instructional costs are frequently replaced by marketing and advertising expenses to pitch the schools to prospective students and their families.
The business model in higher education for reducing labor power and faculty costs is not reserved to for-profit colleges.  Community colleges also rely on a small number of full-time faculty and armies of low-wage contingent labor.
In some cases, colleges and universities, including many brand name schools, utilize outside companies, online program managers (OPMs), to run their online programs, with OPMs like 2U taking up as much as 60 percent of the revenues.

Instructional approaches

A Beginner’s Guide to Flipped Classroom

https://www.schoology.com/blog/flipped-classroom

Our 2018-2019 Global State of Digital Learning research study revealed some interesting insights about instructional approaches. It was taken by 9,279 education professionals from all across the country in various roles and districts.

When we look at instructional approaches most frequently used, the top ones are differentiated instruction (73.5%), blended learning (54.8%), and individualized learning (47.8%). And while flipped learning, personalized learning, and gamification command the most press, they aren’t being practiced as much as one might think. In many ways, this makes a lot of sense. These approaches require more time and resources than many of the others.

flipped-classroom-study.png

Virtual Reality Training

Is VR the Future of Corporate Training?

Jeremy Bailenson

https://hbr.org/2020/09/is-vr-the-future-of-corporate-training

  • A more efficient way to learn procedures.
  • A safe place to learn soft skills.
  • Sometimes even better than IRL.

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https://www.bignewsnetwork.com/news/269445281/why-virtual-reality-training-matters-and-helping-ceos

A wide range of manufacturing industries such as oilgas refineries, petrochemicals, power, mining, automotive, aerospace, life sciences, pharmaceuticals etc

Managers and supervisors can track employee learning performance with detailed evaluation reports and feedback to achieve the required competencies. The learning is gamified which makes learning fun and rewarding.

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

Gamification project in education

From the Higher Ed Learning Collective:

Kerry Lorette

Have any of you implemented a gamification project and lived to tell the tale? Did you publish? I’m looking for papers and case studies to share in a course I’m writing about gamification in higher education. Please share your wisdom, links, posts, papers, presentations, videos, etc and many thanks!

https://www.facebook.com/groups/onlinelearningcollective/permalink/805665876730779/

excellent thread with a lot of materials:

Statistics is puzzling: Testing a novel approach to statistics learning.

https://doi.apa.org/doiLanding?doi=10.1037%2Fstl0000204

Improved student independence through competitive tinkering

https://ieeexplore.ieee.org/document/8190500?fbclid=IwAR3cXin2-59lw2a84nLpqy3NzcjymGXykA9p0QT92oAYD3mGiYgC9jk_leA

Gamification in the Business Communication Course

https://journals.sagepub.com/doi/full/10.1177/2329490616676576?fbclid=IwAR0nrDjPlchoHH74vse39TjuxBJpDHEpnvf9xbOxG4pu6hX8B5kyasxLmHQ

The Multiplayer Classroom: Designing Coursework as a Game

VR apps for Nursing

https://www.linkedin.com/posts/tessschwenka_nurses-escape-on-sidequest-oculus-quest-activity-6793209869592780800-wnwv

two VR Applications, (this is one) that students at the UNL-Computer Science and Engineering built for UNMC College of Nursing-Lincoln on the 5 Stages of the Sepsis Bundle. Nurse’s Escape is now available on the Sidequest Store.

Download it for your Quest and Learn about the 5 stages of the Sepsis Bundle and save the millionaire.

https://sidequestvr.com/app/3848/nurses-escape

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more on VR for Nursing in this IMS blog
https://blog.stcloudstate.edu/ims?s=vr+nursing

gamification and online teaching

Study: Gamification Techniques Can Improve Online Teaching

https://campustechnology.com/articles/2021/04/12/study-gamification-techniques-can-improve-online-teaching.aspx

A new study out of MIT‘s Sloan School of Management explores the use of ideas and tools from the gaming community to improve online teaching and student learning outcomes.

four key elements for maximizing student engagement in online learning:

  • Narrative — a specific storyline or overarching theme. For instance, study co-author Brian Stevens, senior lecturer at the University of Tennessee‘s Haslam College of Business, created a video game theme for his statistics class, incorporating “Boss Battles,” “Speed Runs” and wacky characters to spice up his lectures.
  • Continuous flow of action in sight and sound, even before class starts. For example, Lo uses a countdown timer and upbeat music on his course page about 30 minutes before the start of a synchronous lecture, to build anticipation for class. He also switches tasks and/or scenes every 15 minutes to help maintain students’ attention and interest levels.
  • Opportunities for two-way communication. To help turn students from viewers into participants, Lo uses a combination of the “Raise Hand” function in Zoom, polls, breakout sessions, surveys and the chat window.
  • High production quality. Lo built a home studio with various input devices, professional lighting, a green screen and more to create richer, more engaging presentations for students.

The full study, “The World of EdCraft: Challenges and Opportunities in Synchronous Online Teaching,” is openly available online

serious gamers and gamification experts on that panel. More here on the initiative: https://tinyurl.com/IABOL2021

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

Future Trends Karl Kapp Instructional Design

On education, instructional design, gaming, and technological possibilities

May 6, 1:00 – 2:20 PM (CDT)

How can we best design learning experiences with technology?  What are the possibilities of gaming and education?

The Future Trends Forum will explore these questions with professor Karl Kapp of Bloomsburg University.

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The Future Trends Forum

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