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Gamification Shows the Learner Visible Signs of Their Learning | Faculty Focus - 0 views

  • One of the strengths of gamification is that it provides visible milestones of the student’s mastery of content in real time (when it is well designed). Too often in an instructional setting, the learner doesn’t know whether or not he or she really understands or can apply the knowledge they are learning. There is often no visible sign of mastery of the content or application of the content.
  • Gamification should orient the learner to where they are in the instructional process, where they are going, and how much further they have to go until the end. The concept is that the learner is able to “see” progress. The progress might be in the form of a character moving up a mountain or an image of how close the learner is to the next level (Kapp, 2013).
  • Gamification uses criterion and mastery to advance the learner from one element of the instruction to the next.
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  • Mastery learning provides an approach that recognizes that aptitude for learning may be more closely linked to time and perseverance than to ability (Bloom, 1971; Melton, 2008)
  • The technique of scaffolding and the use of levels in games provides visual progress to the student and maintain interest in the instruction as the student moves from level to level having different experiences and achieving success as they progress toward the ultimate goal. In gamification, the levels usually become more difficult and challenging as the student moves toward the end and the skills they exhibit at the final level would not be possible without the experience of playing the preceding levels. This idea is embodied in Merrill’s application principle that “instruction should provide coaching, which should be gradually withdrawn to enhance application” (Merrill, 2009, pp. 42).
    • lkryder
       
      coaching in this case can be automated if the tools are deployed well
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    gamefying and use of visual signs of learning, ZPD
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Gamification of Education | Gamification.org - 0 views

  • Most games are naturally social, which means gamification depends on that other ubiquitous web trend, social networking.
  • The first type of games were willing to entertain kids to keep them engaged -- the "just-make-it-fun" school of thought.
  • "fun"
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  • Gamification, by contrast, doesn't rely on internal motivation. Instead, it's using the oldest tricks in the book: providing instantaneous feedback, egging on the competition, and rewarding even tiny steps of progress.
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What is Gamification? | Gamification.org - 0 views

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    the concept of applying game-design thinking to non-game applications to make them more fun and engaging.
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ETAP640amp2013: How am I doing it in this course? And how are you doing it? - 1 views

  • Looking at gamification actually made me realize that the self and peer-assessment that Alex is having us do is a form of gamification, we are all chasing the points and measuring ourselves against each other.
    • alexandra m. pickett
       
      BINGO!!!
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Digital Life » Gamification in Online Classes - 0 views

  • Civilian 2. Rookie 3. Sidekick 4. Hero 5. SuperHero
    • alexandra m. pickett
       
      brilliant!!
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Case Study: DIG/IT and the NYC Department of Education - LearningTimes - 0 views

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