Searching for "learning"

AI and VR for teaching learning

Egan, K., Foley, J., Nicholson, K., & Sloane, K. (2018, May 22). The Promise and Pitfalls of AI and VR for Teaching and Learning [Virtual]. eXtended Reality (XR): How AR, VR, and MR Are Extending Learning Opportunities. Educause. Retrieved from https://events.educause.edu/eli/focus-sessions/2018/extended-reality-xr-how-ar-vr-and-mr-are-extending-learning-opportunities/agenda/the-promise-and-pitfalls-of-ai-and-vr-for-teaching-and-learning
https://drive.google.com/file/d/1YL5bpAQeDcVUJnEuykl4KHnJMZXIWcis/view
https://events.educause.edu/~/media/files/events/eli/focus-sessions/2018/fs1801/ol03/transcript.doc
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more on AI in this IMS blog
https://blog.stcloudstate.edu/ims?s=artificial+intelligence
more on VR in this IMS blog
https://blog.stcloudstate.edu/ims?s=virtual+reality

VR AR learning materials

New Book Helps Teachers Unlock Secrets of Virtual and Augmented Reality With Lessons, Apps, and Strategies for the Classroom

New Book Helps Teachers Unlock Secrets of Virtual and Augmented Reality With Lessons, Apps, and Strategies for the Classroom

the International Society for Technology in Education to publish a book, titled Learning Transported: Augmented, Virtual and Mixed Reality for All Classrooms, to offer practical insights, lesson plans, and classroom examples so educators can make the most of these experiential worlds.

Definition

Augmented reality superimposes a digital layer on the world around us, often activated by scanning a trigger image or via GPS (think Pokemon Go!). Virtual reality takes users away from the real world, fully immersing students in a digital experience that replaces reality. Mixed reality takes augmented a step further by allowing the digital and real worlds to interact and the digital components to change based on the user’s environment.

Virtual Shapes

DEVICES: iOS, Android, Chromebook, PC, COURSE: Geometry, GRADES: 2-5, 60 minutes

Storytelling

DEVICES: iOS, Android, COURSE: English Language Arts, Speaking and Listening, GRADES: K-1

Augmented and Virtual Reality with EON

DEVICES: iOS, Android, COURSE: Earth and Space Science, GRADE: 4, 45 minutes

Scavenger Hunting as a Classroom Activity

The app offers teachers a unique way to create a scavenger hunt by designing AR messages and leaving them in specific places for students to “discover.”

Waypoint App

The Waypoint App also allows for creation of educational scavenger hunts using augmented reality. Educators can easily add questions that address lesson objectives, set specific locations where the questions are hidden, and then have students hunt for questions by following the map. The hunt is easily shared with students on a variety of platforms, including text messaging and email.

Breakout EDU

Breakout EDU has become a popular game in education. Driven by creativity, teamwork, and problem-solving, the game provides a fun learning experience as it challenges students to compete in solving puzzles. The game centers on a series of questions; each solved question unlocks the next part of the activity. Students work in groups, competing against other groups to open all the locks first.

ELI 2018 Key Issues Teaching Learning

Key Issues in Teaching and Learning

https://www.educause.edu/eli/initiatives/key-issues-in-teaching-and-learning

A roster of results since 2011 is here.

ELI 2018 key issues

1. Academic Transformation

2. Accessibility and UDL

3. Faculty Development

4. Privacy and Security

5. Digital and Information Literacies

https://cdn.nmc.org/media/2017-nmc-strategic-brief-digital-literacy-in-higher-education-II.pdf
Three Models of Digital Literacy: Universal, Creative, Literacy Across Disciplines

United States digital literacy frameworks tend to focus on educational policy details and personal empowerment, the latter encouraging learners to become more effective students, better creators, smarter information consumers, and more influential members of their community.

National policies are vitally important in European digital literacy work, unsurprising for a continent well populated with nation-states and struggling to redefine itself, while still trying to grow economies in the wake of the 2008 financial crisis and subsequent financial pressures

African digital literacy is more business-oriented.

Middle Eastern nations offer yet another variation, with a strong focus on media literacy. As with other regions, this can be a response to countries with strong state influence or control over local media. It can also represent a drive to produce more locally-sourced content, as opposed to consuming material from abroad, which may elicit criticism of neocolonialism or religious challenges.

p. 14 Digital literacy for Humanities: What does it mean to be digitally literate in history, literature, or philosophy? Creativity in these disciplines often involves textuality, given the large role writing plays in them, as, for example, in the Folger Shakespeare Library’s instructor’s guide. In the digital realm, this can include web-based writing through social media, along with the creation of multimedia projects through posters, presentations, and video. Information literacy remains a key part of digital literacy in the humanities. The digital humanities movement has not seen much connection with digital literacy, unfortunately, but their alignment seems likely, given the turn toward using digital technologies to explore humanities questions. That development could then foster a spread of other technologies and approaches to the rest of the humanities, including mapping, data visualization, text mining, web-based digital archives, and “distant reading” (working with very large bodies of texts). The digital humanities’ emphasis on making projects may also increase

Digital Literacy for Business: Digital literacy in this world is focused on manipulation of data, from spreadsheets to more advanced modeling software, leading up to degrees in management information systems. Management classes unsurprisingly focus on how to organize people working on and with digital tools.

Digital Literacy for Computer Science: Naturally, coding appears as a central competency within this discipline. Other aspects of the digital world feature prominently, including hardware and network architecture. Some courses housed within the computer science discipline offer a deeper examination of the impact of computing on society and politics, along with how to use digital tools. Media production plays a minor role here, beyond publications (posters, videos), as many institutions assign multimedia to other departments. Looking forward to a future when automation has become both more widespread and powerful, developing artificial intelligence projects will potentially play a role in computer science literacy.

6. Integrated Planning and Advising Systems for Student Success (iPASS)

7. Instructional Design

8. Online and Blended Learning

In traditional instruction, students’ first contact with new ideas happens in class, usually through direct instruction from the professor; after exposure to the basics, students are turned out of the classroom to tackle the most difficult tasks in learning — those that involve application, analysis, synthesis, and creativity — in their individual spaces. Flipped learning reverses this, by moving first contact with new concepts to the individual space and using the newly-expanded time in class for students to pursue difficult, higher-level tasks together, with the instructor as a guide.

Let’s take a look at some of the myths about flipped learning and try to find the facts.

Myth: Flipped learning is predicated on recording videos for students to watch before class.

Fact: Flipped learning does not require video. Although many real-life implementations of flipped learning use video, there’s nothing that says video must be used. In fact, one of the earliest instances of flipped learning — Eric Mazur’s peer instruction concept, used in Harvard physics classes — uses no video but rather an online text outfitted with social annotation software. And one of the most successful public instances of flipped learning, an edX course on numerical methods designed by Lorena Barba of George Washington University, uses precisely one video. Video is simply not necessary for flipped learning, and many alternatives to video can lead to effective flipped learning environments [http://rtalbert.org/flipped-learning-without-video/].

Myth: Flipped learning replaces face-to-face teaching.

Fact: Flipped learning optimizes face-to-face teaching. Flipped learning may (but does not always) replace lectures in class, but this is not to say that it replaces teaching. Teaching and “telling” are not the same thing.

Myth: Flipped learning has no evidence to back up its effectiveness.

Fact: Flipped learning research is growing at an exponential pace and has been since at least 2014. That research — 131 peer-reviewed articles in the first half of 2017 alone — includes results from primary, secondary, and postsecondary education in nearly every discipline, most showing significant improvements in student learning, motivation, and critical thinking skills.

Myth: Flipped learning is a fad.

Fact: Flipped learning has been with us in the form defined here for nearly 20 years.

Myth: People have been doing flipped learning for centuries.

Fact: Flipped learning is not just a rebranding of old techniques. The basic concept of students doing individually active work to encounter new ideas that are then built upon in class is almost as old as the university itself. So flipped learning is, in a real sense, a modern means of returning higher education to its roots. Even so, flipped learning is different from these time-honored techniques.

Myth: Students and professors prefer lecture over flipped learning.

Fact: Students and professors embrace flipped learning once they understand the benefits. It’s true that professors often enjoy their lectures, and students often enjoy being lectured to. But the question is not who “enjoys” what, but rather what helps students learn the best.They know what the research says about the effectiveness of active learning

Assertion: Flipped learning provides a platform for implementing active learning in a way that works powerfully for students.

9. Evaluating Technology-based Instructional Innovations

Transitioning to an ROI lens requires three fundamental shifts
What is the total cost of my innovation, including both new spending and the use of existing resources?

What’s the unit I should measure that connects cost with a change in performance?

How might the expected change in student performance also support a more sustainable financial model?

The Exposure Approach: we don’t provide a way for participants to determine if they learned anything new or now have the confidence or competence to apply what they learned.

The Exemplar Approach: from ‘show and tell’ for adults to show, tell, do and learn.

The Tutorial Approach: Getting a group that can meet at the same time and place can be challenging. That is why many faculty report a preference for self-paced professional development.build in simple self-assessment checks. We can add prompts that invite people to engage in some sort of follow up activity with a colleague. We can also add an elective option for faculty in a tutorial to actually create or do something with what they learned and then submit it for direct or narrative feedback.

The Course Approach: a non-credit format, these have the benefits of a more structured and lengthy learning experience, even if they are just three to five-week short courses that meet online or in-person once every week or two.involve badges, portfolios, peer assessment, self-assessment, or one-on-one feedback from a facilitator

The Academy Approach: like the course approach, is one that tends to be a deeper and more extended experience. People might gather in a cohort over a year or longer.Assessment through coaching and mentoring, the use of portfolios, peer feedback and much more can be easily incorporated to add a rich assessment element to such longer-term professional development programs.

The Mentoring Approach: The mentors often don’t set specific learning goals with the mentee. Instead, it is often a set of structured meetings, but also someone to whom mentees can turn with questions and tips along the way.

The Coaching Approach: A mentor tends to be a broader type of relationship with a person.A coaching relationship tends to be more focused upon specific goals, tasks or outcomes.

The Peer Approach:This can be done on a 1:1 basis or in small groups, where those who are teaching the same courses are able to compare notes on curricula and teaching models. They might give each other feedback on how to teach certain concepts, how to write syllabi, how to handle certain teaching and learning challenges, and much more. Faculty might sit in on each other’s courses, observe, and give feedback afterward.

The Self-Directed Approach:a self-assessment strategy such as setting goals and creating simple checklists and rubrics to monitor our progress. Or, we invite feedback from colleagues, often in a narrative and/or informal format. We might also create a portfolio of our work, or engage in some sort of learning journal that documents our thoughts, experiments, experiences, and learning along the way.

The Buffet Approach:

10. Open Education

Figure 1. A Model for Networked Education (Credit: Image by Catherine Cronin, building on
Interpretations of
Balancing Privacy and Openness (Credit: Image by Catherine Cronin. CC BY-SA)

11. Learning Analytics

12. Adaptive Teaching and Learning

13. Working with Emerging Technology

In 2014, administrators at Central Piedmont Community College (CPCC) in Charlotte, North Carolina, began talks with members of the North Carolina State Board of Community Colleges and North Carolina Community College System (NCCCS) leadership about starting a CBE program.

Building on an existing project at CPCC for identifying the elements of a digital learning environment (DLE), which was itself influenced by the EDUCAUSE publication The Next Generation Digital Learning Environment: A Report on Research,1 the committee reached consensus on a DLE concept and a shared lexicon: the “Digital Learning Environment Operational Definitions,

Figure 1. NC-CBE Digital Learning Environment

MOOC and online learning discussion

Bryan Alexander’s Future Trends Forum

Thursday, October 4th, at 2:00 PM ET
Special Guest:
Anant Agarwal, CEO and founder of edX as well as Professor of Electrical Engineering and Computer Science at MIT
This Week’s Topic:
An interactive discussion on MOOCs, online learning, and the goal of 100 million learners by 2022
The Future Trends Forum welcomes
Anant Agarwal , the founder and CEO of edX, a non-profit venture created by Harvard University and the Massachusetts Institute of Technology, focused on transforming online and on-campus learning through groundbreaking methodologies.
He aims to help bring quality education to everyone, everywhere. Anant has also been a Professor of Electrical Engineering and Computer Science at MIT for 30 years.

register: https://na01.safelinks.protection.outlook.com/?url=http%3A%2F%2Fr20.rs6.net%2Ftn.jsp%3Ff%3D001PgetuutFAOolFnliDMeMmErN-enK2gL_yjiPr06Xh7efV0AVvMGKlpU8dfbBxJhBP_uc98IVJgJlsZDRjzWS9b4vPEEtrEhlBX281rdxsV-7fespDLmne7JWfR3n1iFffb-CEy9EvixERnOfzEfixk7rn6G3bwuvzCtRtyyHU-h0woglE1tLOQ%3D%3D%26c%3D3Q4OLdux-1PVXXKEZKF8fyf8cwMV8MUcmStG2pRDxgswHEo2OG9aVQ%3D%3D%26ch%3DA7IVs0tirxv4LKmg8KVx05x70YdR0QKXYu9MnQHCYyOu-vwaHIJWKQ%3D%3D&data=01%7C01%7Cpmiltenoff%40stcloudstate.edu%7C1baa122241b0415403d508d628723d79%7C5e40e2ed600b4eeaa9851d0c9dcca629%7C0&sdata=LjOA9M76larAmw%2BYg0vPn69CvQB2fC91hLOXkDW43XQ%3D&reserved=0

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

gamification and learning

Student Perceptions of Learning and Instructional Effectiveness in College Courses

https://www.ets.org/Media/Products/perceptions.pdf

Students’ Perception of Gamification in Learning and Education.

https://link.springer.com/chapter/10.1007%2F978-3-319-47283-6_6

College students’ perceptions of pleasure in learning – Designing gameful gamification in education

investigate behavioral and psychological metrics that could affect learner perceptions of technology

today’s learners spend extensive time and effort posting and commenting in social media and playing video games

Creating pleasurable learning experiences for learners can improve learner engagement.

uses game-design elements in non-gaming environments with the purpose of motivating users to behave in a certain direction (Deterding et al., 2011)

How can we facilitate the gamefulness of gamification?

Most gamified activities include three basic parts: “goal-focused activity, reward mechanisms, and progress tracking” (Glover, 2013, p. 2000).

gamification works similarly to the instructional methods in education – clear learning and teaching objectives, meaningful learning activities, and assessment methods that are aligned with the objectives

the design of seven game elements:

  • Storytelling: It provides the rules of the gamified activities. A good gamified activity should have a clear and simple storyboard to direct learners to achieve the goals. This game-design element works like the guidelines and directions of an instructional activity in class.
  • Levels: A gamified activity usually consists of different levels for learners to advance through. At each level, learners will face different challenges. These levels and challenges can be viewed as the specific learning objectives/competencies for learners to accomplish.
  • Points: Points pertain to the progress-tracking element because learners can gain points when they complete the quests.
  • Leaderboard: This element provides a reward mechanism that shows which learners are leading in the gamified activities. This element is very controversial when gamification is used in educational contexts because some empirical evidence shows that a leaderboard is effective only for users who are aggressive and hardcore players (Hamari, Koivisto, & Sarsa, 2014).
  • Badges: These serve as milestones to resemble the rewards that learners have achieved when they complete certain quests. This element works as the extrinsic motivation for learners (Kapp, 2012).
  • Feedback: A well-designed gamification interface should provide learners with timely feedback in order to help them to stay on the right track.
  • Progress: A progress-tracking bar should appear in the learner profile to remind learners of how many quests remain and how many quests they have completed.

Dominguez et al. (2013) suggested that gamification fosters high-order thinking, such as problem-solving skills, rather than factual knowledge. Critical thinking, which is commonly assessed in social science majors, is also a form of higher-order thinking.

Davis (1989) developed technology acceptance model (TAM) to help people understand how users perceive technologies. Pleasure, arousal, and dominance (PAD) emotional-state model that developed by Mehrabian (1995) is one of the fundamental design frameworks for scale development in understanding user perceptions of user-system interactions.

Technology Acceptance Model from Damian T. Gordon

Introduction of the basic emotional impact of environments from Sekine masato

Van der Heijdedn (2004) asserted that pleasurable experiences encouraged users to use the system for a longer period of time
Self-determination theory (Deci & Ryan, 1985) has been integrated into the design of gamification and addressed the balance between learners’ extrinsic and intrinsic motivation.

Self determination theory from Jeannie Maraya
Ryan and Deci (2000) concluded that extrinsic rewards might suppress learners’ intrinsic motivation. Exploiting the playfulness and gamefulness in gamification, therefore, becomes extremely important, as it would employ the most effective approaches to engage learners.
Sweetser and Wyeth (2005) developed GameFlow as an evaluation model to measure player enjoyment in games
Fu, Su, and Yu (2009) adapted this scale to EGameFlow in order to measure college students’ enjoyment of e-learning games. EGameFlow is a multidimensional scale that consists of self-evaluated emotions.

Gamification and Flow from Martin Sillaots
Eppmann, Bekk, and Klein (2018) developed gameful experience scale (GAMEX) to measure gameful experiences for gamification contexts. one of the limitations of GAMEX to be used in education is that its effects on learning outcome has not been studied
the Big Five Model, which has been proposed as trait theory by McCrae & Costa (1989) and is widely accepted in the field, to measure the linkages between the game mechanics in gamification and the influences of different personality traits.

The Big Five Personality Model from Devina Srivastava

Storytelling in the subscale of Preferences for Instruction emphasizes the rules of the gamified learning environments, such as the syllabus of the course, the rubrics for the assignments, and the directions for tasks. Storytelling in the subscale of Preferences for Instructors’ Teaching Style focuses on the ways in which instructors present the content. For example, instructors could use multimedia resources to present their instructional materials. Storytelling in the subscale of Preferences for Learning Effectiveness emphasizes scaffolding materials for the learners, such as providing background information for newly introduced topics.

The effective use of badges would include three main elements: signifier, completion logic, and rewards (Hamari & Eranti, 2011). A useful badge needs clear goal-setting and prompt feedback. Therefore, badges correlate closely with the design of storytelling (rules) and feedback, which are the key game design elements in the subscale of Preferences for Instruction.

Students can use Google to search on their laptops or tablets in class when instructors introduce new concepts. By reading the reviews and viewing the numbers of “thumbs-up” (agreements by other users), students are able to select the best answers. Today’s learners also “tweet” on social media to share educational videos and news with their classmates and instructors. Well-designed gamified learning environments could increase pleasure in learning by allowing students to use familiar computing experiences in learning environments.

 

Universal Design for Learning

CAST’s 4th Annual UDL Symposium:Empowering Learners

http://www.cast.org/whats-new/events/2018/07/4th-annual-udl-symposium.html

This year’s UDL Symposium was an opportunity to come together as a community to explore the promise of Universal Design for Learning for empowering learners. By engaging in sessions designed to encourage critical conversations, problem-solving, and hands-on exploration, participants considered empowerment through a UDL lens. Participants left with a deeper understanding of the important role empowerment plays in learning and with concrete examples of ways to leverage UDL for these critical aims.We hope our participants left with the confidence and the motivation to apply their learning to their practice—and with a new network of colleagues to encourage and support their efforts.

Student Device Preferences for Online Course Access and Multimedia Learning

below is the link and phone numbers for the September 21st webinar, “Student Device Preferences for Online Course Access and Multimedia Learning.”

Remember, you don’t have to register in advance. Simply join the presentation by clicking on the below link or dialing the relevant number. The webinar begins at 11am ET (UTC -5) on the 21st.

We’ll post a recording of the session here in Canvas after the fact.

Thank you. 

Join from a PC, Mac, iPad, iPhone or Android device:

    Please click this URL to join. https://arizona.zoom.us/j/506967668

embed AR VR in learning

How AR and VR Can Make Students Laugh and Cry Out Loud—and Embed Them in Their Learning

By Wendy McMahon     Aug 28, 2018

https://www.edsurge.com/news/2018-08-28-how-ar-and-vr-can-make-students-laugh-and-cry-out-loud-and-embed-them-in-their-learning

40 virtual reality headsets with haptic handsets for them to manipulate in the VR/AR space, and I connected them to content from New York Times VR and WITHIN. The content placed students in settings such as on the ground in a refugee crisis or in the midst of the Millions March in New York City.

At the beginning of every class, they would go into this virtual space and engage with the content instead of just reading it. They’d respond to me about what it was like to be immersed in the experience.

The content from the WITHIN app provided one of the more visceral experiences for students.

Extraordinary Stories in Virtual Reality https://www.with.in/?cid=3&csid=CQEpOXQ&pid=0

At the end of the course, for example, students met with a shark tank-type group—investors from the community, business, and industry folks—and pitched them business ideas that would utilize VR to provide a solution to problems that were local, regional, national or even global in scope.

Were you able to measure this success?

The way that I measured it was completion. How many of my students actually got through my class successfully? It was over 85%. My research from the two classes where I used VR and this approach shows students were engaged, and ultimately more successful in my classes.

zSpace  https://info.zspace.com/2018-vived-allied-health-promo

Also:

Intro To Haptic Technology

Haptics provide a critical role in making our devices more interactive.

https://www.iotforall.com/intro-to-haptic-technology-tachammer-haptic-actuator/

1. Eccentric Rotating Mass (ERM)

2. Linear Resonant Actuator (LRA)

Apple Taptic Engine

3. Piezoelectric Actuators

4. Forced Impact (Accelerated Ram)

 

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

 

Open Learning Open University

Open Learning, Educational Media: An Interview with Theo Bastiaens, Newly Appointed Rector Magnificus of Open University and Chair of AACE Edmedia Conference

Open Learning, Educational Media: An Interview with Theo Bastiaens, Newly Appointed Rector Magnificus of Open University and Chair of AACE Edmedia Conference

Since the Open University was founded in 1984, more than 250,000 students have enrolled in courses. The Open University offers courses of study at the bachelor’s and master’s degree levels in cultural studies, education science, law, management, psychology, science and technology. Five of its master’s degree programs were top-ranked in 2017

4CID ID Model  https://edutechwiki.unige.ch/en/4C-ID

http://www.nwlink.com/~donclark/hrd/learning/id/4c_id.html

  1. Learning Tasks — concrete, authentic, whole task experiences that are provided to learners in order to promote schema construction for non-recurrent aspects and, to a certain degree, rule automation by compilation for recurrent aspects. Instructional methods primarily aim at induction, that is, constructing schemata through mindful abstraction from the concrete experiences that are provided by the learning tasks. Design steps:
    • Design learning tasks
    • Sequence task practice
    • Set performance objectives
  2. Supportive Information — information that is supportive to the learning and performance of non-recurrent aspects of learning tasks. It provides the bridge between learners’ prior knowledge and the learning tasks. Instructional methods primarily aim at elaboration, that is, embellishing schemata by establishing nonarbitrary relationships between new elements and what learners already know. Design steps:
    • Design supportive information
    • Analyze cognitive strategies
    • Analyze mental models
  3. JIT Information — information that is prerequisite to the learning and performance of recurrent aspects of learning tasks. Instructional methods primarily aim at compilation through restricted encoding, that is, embedding procedural information in rules. JIT information is not only relevant to learning tasks but also to Part-time practice. Design steps:
    • Design procedural information
    • Analyze cognitive rules
    • Analyze prerequisite knowledge
  4. Part-task Practice — practice items that are provided to learners in order to promote rule automation for selected recurrent aspects of the whole complex skill. Instructional methods primarily aim at rule automation, including compilation and subsequent strengthening to reach a very high level of automatically. Design step:
    • Design part-task practice

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

gamification in online learning

34 TOP TIPS FOR USING GAMIFICATION IN ONLINE LEARNING

Gamification in Learning: 34 Top Tips That Work For the Modern Learner

1. KNOW WHAT YOUR GOAL IS

2. DESIGN YOUR GAME MECHANICS TO DRIVE POSITIVE BEHAVIOURAL CHANGES

3. CREATE A BUZZ AROUND THE LAUNCH

4. WELCOME WITH A BADGE

5. KEEP IT FUN

6. KEEP IT SIMPLE

7. LET LEARNERS CREATE AVATARS

8. MAKE PROGRESS OBVIOUS

9. MAKE ALERTS OBVIOUS

10. USE LEVELS TO DEFINE A LEARNING JOURNEY

11. START WITH EASIER, SHORTER LEVELS

12. MAKE IT CLEAR WHAT NEEDS TO BE DONE TO PROGRESS

13. WEIGHT YOUR POINTS ACCORDINGLY

14. GIVE MORE REWARDS TO USERS WHO ARE LESS ACTIVE

15. USE INTRINSIC REWARDS TO SPARK BEHAVIOURAL CHANGE

16. LET LEARNERS EXCHANGE POINTS FOR PRIZES

17. USE EXTRINSIC REWARDS SPARINGLY

18. LET THE LEARNER BECOME AN EXPERT

19. TIE LEARNER GOALS TO LARGER COMPANY GOALS

20. CREATE AN AREA FOR COMMUNITY

21. CREATE DISCUSSION GROUPS

22. INTEGRATE WITH SOCIAL MEDIA

23. MAKE SURE IT LOOKS GOOD

24. MAKE SURE IT’S ON BRAND

25. CATER FOR EVERY TYPE OF GAMER

26. TEST!

27. ANALYSE

28. ASK FOR FEEDBACK

29. KEEP CONTENT FRESH & REGULAR

30. YOU CAN NEVER HAVE ENOUGH BADGES!

31. GROUP BADGES IN SETS

32. USE LIMITED EDITION BADGES

33. GENERATE ENVY

34. ENCOURAGE COMPETITION

a tour of the Academy LMS, the world’s #1 gamified learning management system

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

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