Gam·i·fi·ca·tion – “the use of game mechanics and experience design to digitally engage and motivate people to achieve their goals”
- In educational context:“On its surface, gamification is simply the use of game mechanics to make learning and instruction more fun. It seems “fake” artificial or like a shortcut. It’s not. Underneath the surface is the idea of engagement, story, autonomy, and meaning.”
- Video overview of the elements of “Gamification”:
- Use Achievements Tool in Blackboard to award badges that demonstrate:
- Skill mastery
- Learning milestones
- Performance excellence
- Find problem with multiple entry points, define learning goals, link goals to COR, build space for assessment, design quest
- Provides quick feedback, ranking, competition, motivation
Strategies to Gamify a Course
- Add points to tasks/assignments
- Define badges/achievements/rewards that can be earned after criteria are met
- Create leaderboard that shows top performers/scores
- Define levels ranging from easier to harder tasks/assignments
- Reward badges that can be tied to higher levels
Examples of course achievements in Blackboard and in course content delivered to students:
Case Study Survey Results from Students in Course
Level of engagement in Blackboard by Students in Gameful Learning Course
Demonstration of using Blackboard Achievements to gamify an Engineering Course
- Intro and Overview
- AR – Augmented Reality
- VR – Virtual Reality
- MR – Mixed Reality
- Variety of headsets are available from: Microsoft, Google, Oculus, PlayStation, Vive, Intel, Meta
- Movement to standalone/untethered VR – not having to worry or use a mobile phone or being connected to a computer…
- VR and AR in Teaching
- 360 immersive VR experience environments (photo and video)
- Learning through reflection is KEY – not just viewing.
- Learning through collaboration – stepping into a SPACE (not just looking at something on a screen) and interacting together in an environment.
- Learners as creators – building knowledge not just passively consuming. See: https://vr.google.com/blocks/
- Learning through data visualization – displaying large data sets and interacting with big data in new exploratory ways.
- Learning through artificial intelligence and machine learning – the power of AI as a contributor to coaching, guiding, facilitating learning.
- Learning through simulation – immersive simulated environments in health care, etc.
- Learning language through VR – public speaking and reality apps for foreign language practice
- Development tools: Unity, Unreal Engine, SketchUp, Adobe Creative Cloud, InstaVR, etc.
- Campus areas: makerspaces, advanced research, digital humanities, medical/healthcare, engineering, art, etc.
- Enhancing the Sense of Community in Online Learning
- Storytelling in New Medium
- From the cave walls to the holodeck in Star Trek. A new medium with it’s own language. Stories becoming lifelong experiences not really beginning > middle > end.
- New York Times “Pluto” Video – Stories that enhance the immersive experience and social presence.
- Implementation of Immersive Experiences
- Begin with Google Cardboard
- Connect with VR Photo/Video 360 (Museums, etc.)
- Transport people for fieldtrips, back in time/archeaology, etc.
It’s time to move beyond the limits of replication of our learning environments: