The Association for Authentic, Experiential and Evidence-Based Learning (AAEEBL.org) is nearly 7 years old. It is the North American professional association for the global eportfolio community of practice and research field. “ePortfolio” is an idea about how technology can be implemented to best advantage in our world today. The eportfolio idea is that the learner is the anchor and center for the record of learning — the eportfolio is owned by the learner and the eportfolio stays with the learner between courses, between institutions and into life. It is a powerful idea and the growth of eportfolio technology in higher education around the world suggests educators understand that power.
At the Conference at the University of Georgia November 9-10, you will attend sessions that demonstrate how 10 different institutions have deployed eportfolio technology in ways appropriate to initiatives on their campuses. Kathleen Yancey of Florida State University, a founder of the U. S. eportfolio movement, is keynote.
AAEEBL is writing The Field Guide to ePortfolio to be published by AAC&U in 2016. This is a timely publication. Each conference and each webinar that AAEEBL holds contributes to the ideas in the Field Guide, being created by a team of 60 AAEEBL members. You can find out more about this project at this conference.
Please look at our blog entry:
https://blog.stcloudstate.edu/ims/2014/09/04/gamification-its-easier-than-you-think/
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
http://www.freetech4teachers.com/2014/07/mammoth-evernote-meets-tumblr.html
Mammoth is a bookmarking tool that seems to offer the key aspects of Evernote mixed with Tumblr.
Mammoth could be used as a project management tool. To use it to manage projects create a board and share it privately with your collaborators. Then use the board to share notes and assign tasks to each other.
Applications for Education
Mammoth could be a good tool for creating digital portfolios. Students could use Mammoth to showcase examples of their best work in a nice linear layout. Students can use Mammoth to share their portfolios publicly or share them only with you where you can give them feedback.
Alternative to MN eFolio
http://alternativeto.net/software/mammoth/