Thursday, February 19, 2015

Mid-Afternoon Session: “Using Gamification to Increase Student Engagement in Online Courses”



I found the first session, “From Gaming to Mastery,” didn’t give me enough information, so I decided to try another this afternoon. I’m waiting for “Using Gamification to Increase Student Engagement in Online Courses” to start. The word “gamification” gives me pause. It’s an ugly, unwieldy word. But, I’ll give the presenter a chance.

Interesting—the presenter has just told us that he has not played an online or video game in his life. 

Outline of Presentation:
Games verses Gamification
Gamification in online learning
Conceptual Framework
Theoretical Foundation
Gamification in Action
Results
Lessons Learned

Link to TedTalk on Gamification: http://ed.ted.com/on/uk36wtoI

Some interesting stuff on this video. Most interesting for me was that games allow you to try and fail and learn from that failure because according to the data she cites, students learn better by testing than by studying for a test. 


(Click on slide to enlarge)



Definition of Gamification: Using game-design elements and game mechanisms in non-game contexts.

Gamification in Online Learning:

Potential to improve user experience and user engagement. “You provide students the opportunity to become experts.” 

“A means of supporting user engagement and enhancing positive patterns in service usem such as increasing user activity, social interaction or quality”





Extrinsic and Intrinsic Motivation—use of motivation to reach psychological and behavioral outcomes.

Theoretical Foundation:

Keller (1983) ARCS (Attention, Relevance, Confidence, Satisfaction) model of motivation.

Deci and Ryan (Eds.) (1985) Self-Determinization Thoery (SDT) Cognitive Evaluation Theory (CET) and Organismic Integration Theory (OIT)

Okay, I’ve never heard of these, but I’ll bet they’re all on Wikipedia
 







The following slide shows the opening page of a philosophy class that has been organized around the levels of judo, IE white belt, brown belt, etc. 





Ted Talk: "How Games Make Kids Smarter." and "Gamification."

1 comment:

  1. I like how she is connecting gaming to holistic assessment versus "one shot" at learning. I had a student write a pretty persuasive paper and give a presentation on how gaming made him a better writer, reader, and learner. Gamification? might be a good way to engage students.

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