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livvyfox

Meaningful Play: Getting Gamification Right - YouTube - 0 views

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    Use principles from video games in non-entertainment ways to make activities more motivating and engaging. Popular in the health and fitness world. You have an activity that you want your users to do more often and you have leaderboards for sense of competition and something to recognise achievement currently three missing ingredients. 1. Need to create meaning. Need to get benefit. Stack overflow valuable to user, foursquare no benefit but only achievements so people leave. Try to offer the user to bring their personal goals to the platform - mint.com or at least have customisable goals. At very least has to connect to interest or curiosity of user. Ensure you are connecting to a meaningful community of interest. Need to have bragging rights with your friends. Focused community boardgamegeek.com. So perhaps you can have community-generated goals. Video games have an overarching narrative and all your micro-goals feed into an overall goal. Missile command. only you can defend your city from nuclear bombs. Crowd sourcing to present political transperancy. Narratively frame this as discover corruption in your area, it becomes meaningful to you. You need to have supporting visuals and copy that cue you into the fictional world around you. The visual carries the story. with meaning there is a danger involved - aloha tries to encourage random acts of kindness. Degrading for the person you treat to act of kindness as they realise you are only doing it for points. Test your environment with non-geeky friends to make sure it doesn't seem awkward. Beware of social context meanings. 2. How to craft an experience so user can gain mastery Achievement is like a skinner box in games world. Progress wars - hit button to gain points, but is not motivating and engaging. fun is just another word for learning Koster, 2005. Fun in learning is the fun of mastering something, the act of solving puzzles and understanding something. why is school (solving maths) not fun and games invol
livvyfox

The Value of MOOCs to Early Adopter Universities (EDUCAUSE Review) | EDUCAUSE.edu - 1 views

  • The three universities have invested considerable thought into something less often discussed in the press: how education on their own campuses would benefit from their MOOC efforts. Both faculty members and those in senior administration with responsibility for MOOCs note that the faculty are now more engaged in discussing pedagogy and learning outcomes and that new teaching methods enabled by MOOCs (such as flipped classrooms), and lessons learned from engaging in MOOCs (such as the value of shorter lecture segments and more frequent testing for understanding), are being applied to residential education in interesting ways.
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    "The three universities have invested considerable thought into something less often discussed in the press: how education on their own campuses would benefit from their MOOC efforts. Both faculty members and those in senior administration with responsibility for MOOCs note that the faculty are now more engaged in discussing pedagogy and learning outcomes and that new teaching methods enabled by MOOCs (such as flipped classrooms), and lessons learned from engaging in MOOCs (such as the value of shorter lecture segments and more frequent testing for understanding), are being applied to residential education in interesting ways."
livvyfox

Motivating students - 2 views

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    Allow the learner to exert some control over his or her own learning - This is the principle of "autonomy", a part of the self-determination theory of motivation. Learners who believe that they are the ones making choices and exercising control over what is happening to them demonstrate a higher level of engagement, persistence, and responsibility for learning as well as beliefs in their own accountability for whether they learn or not. This can be done by allowing learners to choose among alternative assignments or timing of their work. It can also be doing by encouraging learners to articulate their reasoning behind their choices. And most important, it is enhanced when the instructor allows the learners to make and then solve their own mistakes before jumping in to solve the problems for them. These four ideas are not particularly brilliant; you probably had thought of one or more of them in your own practice. Starting with benchmarks for self-regulated learning and activities that are valued by students, supporting student feelings of self-efficacy and competence, tailoring instruction to the students' starting understanding and building from there, an"
livvyfox

The Process Approach to Online and Blended Learning | Faculty Focus - 0 views

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    Three stage model of engaging students in blended learning absorb, do & connect knowledge to real world
A ED

Using Forum - MoodleDocs - 0 views

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    Ratings on Forums - thought from TEAP and student feedback - use to allow non-verbal engagement with forum - can have a like, agree, disagree, good point etc rating maybe? Adding more opportunity for the lurkers?
livvyfox

Blending in: exploring blended approaches to student engagement - 1 views

  • At its simplest, blended learning is the thoughtful integration of classroom face-to-face learning experiences with on-line learning experiences”, t
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    "At its simplest, blended learning is the thoughtful integration of classroom face-to-face learning experiences with on-line learning experiences", t"
livvyfox

Structure and Expectations Improve Participation in Online Discussions | Faculty Focus - 0 views

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    Improving participation in online discussions
livvyfox

Student Motivation: Moving Beyond "Leading a Horse to Water" | Faculty Focus - 0 views

  • Students need clear, consistent directions and guidance to respond correctly.
  • timely and clear answers to questions
  • feedback and grading is consistent
  • ...2 more annotations...
  • Consider formally posting what you expect from your students and what they can expect from you. I suggest including a late policy, required level of participation, use of outside resources, format and structure, and degree of expected originality.
  • The instructor is available.
livvyfox

Developing digital literacies - Jisc infoNet - 0 views

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    JISC Infokit around developing digital literacies
livvyfox

Add a Scoreboard and gamify your Moodle course with the Ranking Block | Moodl... - 0 views

  • The Ranking Block is a new addon at Moodle.org that is designed to enhance the gamification of your course through completion and grades. Developed/maintained by William Mano the block uses course completion activities and grades to aggregate a formal ranking of students and puts that information on display. Point defaults can be customized as can which activities and resources help to contribute to the ranking points accumulated. This is all collected up to a course ranking block (similar to a quiz ranking block) within the course.
livvyfox

Int Learning Design Challenge - Wk 3 - Thoughts | Andy's Blog - 1 views

  • Firstly, the use of a peer group discussion pyramid. This tries to overcome people who may lurk within discussions, ensuring they all contribute, but does acknowledge an individual’s participation is influenced by a number of factors. The use of a pyramid model, involves, stage 1 – personal reflection on the question stage 2 – create a group, with two people, they discuss the question stage 3 – create a group by combing two stage 2 groups, and they discuss the question stage 4 – create a group by combining two stage 3 groups, and they discuss the question
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    online pyramid model for online activities
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