Download or read book Gamification with Moodle written by Natalie Denmeade and published by Packt Publishing Ltd. This book was released on 2015-10-20 with total page 135 pages. Available in PDF, EPUB and Kindle. Book excerpt: Use game elements in Moodle courses to build learner resilience and motivation About This Book Formulate a Moodle course that acts as a flexible framework ready for your own content Keep learners engrossed and create opportunities for motivation through the concepts of status, access, and power A resourceful guide to innovative learning using automatic reports, assessments, and conditional release of activities Who This Book Is For This book has been designed for teachers who to use technology to create more engaging learning experiences for both online learning and in face-to-face sessions. This book will especially appeal to people who are interested in the underlying mechanics of play and games and want to know more about applying these concepts in an educational context. It is assumed that you are a teacher and expert in your field, have basic computer skills, and have access to the Internet. What You Will Learn Set up a scoring system using Moodle Gradebook Enable communication and collaboration in your class as a Learning Community using forums Assess your learners' abilities by setting up challenges and quests Configure gateways to check and ensure progress before new content or activities are released Create Moodle assignments to provide effective feedback through a comment bank and custom scale Issue Open Badges to recognize achievements and set up an online backpack to share digital badges Reduce anxiety for learners by using the game-like concept of “Levelling Up” In Detail This book describes how teachers can use Gamification design within the Moodle Learning Management System. Game elements can be included in course design by using, badges, rubrics, custom grading scales, forums, and conditional activities. Moodle courses do not have to be solo-learning experiences that replicate Distance Education models. The Gamification design process starts by profiling players and creating levels of achievement towards meeting learning outcomes. Each task is defined, valued, and sequenced. Motivation loops are devised to keep the momentum going. In a gaming studio, this approach would require a team of specialists with a large budget and time frames. Preparing for a class rarely has these optimal conditions. The approach used in this book is to introduce game elements into the course design gradually. First, apply gamification to just one lesson and then build up to gamifying a series of lessons over a term. Each example will indicate the difficulty level and time investment. Try it out to see what is most effective with your learners and choose wisely in your use of technology. By the end of this book, you will be able to create Moodle courses that incorporate choice, communication, challenge, and creativity. Style and approach An easy-to-follow guide full of screenshots and step-by-step instructions with estimated time frames required to accomplish numerous tasks. Tips are offered for new Moodlers and plugin extensions are suggested for advanced Moodlers. The focus of the book is on why you would want to use each activity rather than detailed technical descriptions.
Download or read book Practical Perspectives on Educational Theory and Game Development written by Marzullo, Fabio Perez and published by IGI Global. This book was released on 2021-06-25 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: The video game market continues to increase, reaching millions of users on a variety of platforms and revealing how engaging and pervasive gaming can be. Games create engagement and offer both entertainment and a powerful way to understand and interact with the world. It is natural that educators see the potential of games as a learning tool that can support students who have difficulties learning and also reinvent it. Practical Perspectives on Educational Theory and Game Development is a critical scholarly resource that combines educational scenarios and game fundamentals in order to improve the way people learn and evolve. The book supports professionals with the creation of strategies for using gamification and game-based learning theory with effectiveness and measured results. Featuring a wide range of topics such as entrepreneurship, gamification, and traditional learning, this book is ideal for academicians, education professionals, curriculum designers, educational game developers, researchers, and students.
Download or read book Mastering Moodle written by Silvina Hillar and published by . This book was released on 2018 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: Master Moodle and create powerful Gamified Moodle courses About This Video Create attractive graded activities or exams using most of Moodle's resources and activities. Provide feedback in different ways in order to cater for student needs and improve their learning Gamify Moodle so as to add ingredients to attract students in today's world of games In Detail This video course shows how to create graded activities and exams, personalize grade-books, provide feedback, and award students with the use of badges in several ways using different tools. These may be within the Moodle course or external tools specific to such purposes. The course also covers applying gamification to Moodle. There are plenty of items that can be used in order to gamify a Moodle course. There are simple steps to bear in mind when designing and then applying for a Moodle course. Students can get badges for specific goals within the course. There are plenty of other elements that can be added to a Moodle course in order to make it more attractive to students. Blocks are also explored and added according to the needs of the course. Gamified courses need gamification blocks as well as certain plugins. Testing and assessing are easier once students are engaged in trying to earn more and more badges.
Download or read book Gamification Based E Learning Strategies for Computer Programming Education written by Alexandre Peixoto de Queirós, Ricardo and published by IGI Global. This book was released on 2016-08-23 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum. Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.
Download or read book Games and Learning Alliance written by Antonios Liapis and published by Springer Nature. This book was released on 2019-11-20 with total page 613 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 8th International Conference on Games and Learning Alliance, GALA 2019, held in Athens, Greece, in November 2019. The 38 regular papers presented together with 19 poster papers were carefully reviewed and selected from 76 submissions. The papers cover the following topics: serious game design and pedagogical foundations; AI and technology for SG; gamification; applications and case studies; and posters. The chapter "Cyber Chronix, Participatory Research Approach to Develop and Evaluate a Storytelling Game on Personal Data Protection Rights and Privacy Risks" is available open access under a CC BY 4.0 license at link.springer.com.
Download or read book Gamification in Learning and Education written by Sangkyun Kim and published by Springer. This book was released on 2017-09-19 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the theoretical foundations of gamification in learning and education. It has become increasingly difficult to engage and motivate students. Gamification not only makes learning interesting, but also allows game players to solve problems and learn lessons through repeated attempts and failures. This "positive failure" can motivate students to attempt a difficult mission. Chapters in this volume cover topics such as the definition and characteristics of gamification, gamification in learning and education, theories, research on gamification, framework, strategy, and cases.
Download or read book Gamification for Online Training of Court Professionalsin a Labour Court in S o Paulo Brazil TRT 2 what Can be Implemented in Moodle 2 5 written by Ludmilla Cavarzere de Oliveira and published by . This book was released on 2018 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This paper is part of a master's thesis which dealt with implementation of gamification in an online course offered by Judicial School at São Paulo Regional Labour Court. The question of this paper is to review relevant literature about benefits and pitfalls of gamification in learning contexts to propose a framework for implementing gamification in Moodle 2.5. The objective of this paper is to compare the creation of a framework of an online course without game elements with its gamified version with elements that can motivate and engage people in online learning contexts, such as activity completion, restricted access, progress bar block, badges, and jeopardy-like quizzes. After implementing these features in an existing online course without gamification, the main results are that it is feasible to implement simple game mechanics in Moodle 2.5, although it takes a long time to create some of them, such as badges, and it is mandatory to have knowledge of development if the course demands Moodle documentation to create a more complex gamification block.
Download or read book Gamification written by Stefan Stieglitz and published by Springer. This book was released on 2016-10-04 with total page 166 pages. Available in PDF, EPUB and Kindle. Book excerpt: This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.
Download or read book Emerging Trends Techniques and Tools for Massive Open Online Course MOOC Management written by Queirós, Ricardo and published by IGI Global. This book was released on 2018-06-15 with total page 348 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the digital age, online courses have progressed as popular modes of learning that provide interactive and collaborative learning in educational settings. The open education movement is enabled by the internet and combines the sharing of ideas, resources, and practices among all people in order to advance ideas and knowledge to a new generation of students. Massive open online courses (MOOC) provide a new way of learning for all levels of education. Emerging Trends, Techniques, and Tools for Massive Open Online Course (MOOC) Management is a critical scholarly resource that addresses the difficulties and challenges in MOOC design, implementation, management, and deployment. This comprehensive and timely publication aims to be an essential reference source, building on the available literature in the field of e-learning and online course management while providing for further research opportunities in this dynamic field. Featuring coverage on a wide variety of topics such as gamification in e-learning, plagiarism detection programs, and language online courses, this book is a valuable resource for instructional designers, IT professionals, software developers, academicians, and education professionals seeking current research on the impact of new methodologies and frameworks used in the lifecycle of open online courses.
Download or read book Research on E Learning and ICT in Education written by Thrasyvoulos Tsiatsos and published by Springer Nature. This book was released on 2021-03-09 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: This volume includes contributions based on selected full papers presented at the 11th Pan-Hellenic and International Conference “ICT in Education”, held in Greece in 2018. The volume includes papers covering technical, pedagogical, organizational, instructional, as well as policy aspects of ICT in Education and e-Learning. Special emphasis is given to applied research relevant to the educational practice guided by the educational realities in schools, colleges, universities and informal learning organizations. This volume encompasses current trends, perspectives, and approaches determining e-Learning and ICT integration in practice, including learning and teaching, curriculum and instructional design, learning media and environments, teacher education and professional development. It is based on research work originally presented at the conference, but the call for chapters was open and disseminated to the international community attracting also international contributions.
Download or read book Teaching and Learning in a Digital World written by Michael E. Auer and published by Springer. This book was released on 2017-12-26 with total page 968 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book gathers the Proceedings of the 20th International Conference on Interactive Collaborative Learning (ICL2017), held in Budapest, Hungary on 27–29 September 2017. The authors are currently witnessing a significant transformation in the development of education. The impact of globalisation on all areas of human life, the exponential acceleration of technological developments and global markets, and the need for flexibility and agility are essential and challenging elements of this process that have to be tackled in general, but especially in engineering education. To face these current real-world challenges, higher education has to find innovative ways to quickly respond to them. Since its inception in 1998, this conference has been devoted to new approaches in learning with a focus on collaborative learning. Today the ICL conferences offer a forum for exchange concerning relevant trends and research results, and for sharing practical experience gained while developing and testing elements of new technologies and pedagogies in the learning context.
Download or read book Trends in E learning written by Mahmut Sinecen and published by BoD – Books on Demand. This book was released on 2018-08-01 with total page 164 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a collection of different researches and results on "e-learning". The chapters cover the deficiencies, requirements, advantages and disadvantages of e-learning and distance learning. So, the authors reported their research and analysis results on "e-learning" according to their areas of expertise.
Download or read book Gamify written by Biran Burke and published by Routledge. This book was released on 2016-10-14 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: Organizations are facing an engagement crisis. Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail. This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.
Download or read book Smart Learning Environments written by Maiga Chang and published by Springer. This book was released on 2014-09-05 with total page 224 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book addresses main issues concerned with the future learning, learning and academic analytics, virtual world and smart user interface, and mobile learning. This book gathers the newest research results of smart learning environments from the aspects of learning, pedagogies, and technologies in learning. It examines the advances in technology development and changes in the field of education that has been affecting and reshaping the learning environment. Then, it proposes that under the changed technological situations, smart learning systems, no matter what platforms (i.e., personal computers, smart phones, and tablets) they are running at, should be aware of the preferences and needs that their users (i.e., the learners and teachers) have, be capable of providing their users with the most appropriate services, helps to enhance the users' learning experiences, and to make the learning efficient.
Download or read book Next Generation Applications and Implementations of Gamification Systems written by Portela, Filipe and published by IGI Global. This book was released on 2021-10-22 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gamification is being used everywhere; despite its apparent plethora of benefits, the unbalanced use of its main mechanics can end up in catastrophic results for a company or institution. Currently, there is a lack of knowledge of what it is, leading to its unregulated and ad hoc use without any prior planning. This unbalanced use prejudices the achievement of the initial goals and impairs the user's evolution, bringing potential negative reflections. Currently, there are few specifications and modeling languages that allow the creation of a system of rules to serve as the basis for a gamification engine. Consequently, programmers implement gamification in a variety of ways, undermining any attempt at reuse and negatively affecting interoperability. Next-Generation Applications and Implementations of Gamification Systems synthesizes all the trends, best practices, methodologies, languages, and tools that are used to implement gamification. It also discusses how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their daily work to disseminate and exchange the knowledge, information, and technology provided by the international communities in the area of gamification throughout the 21st century. Covering topics such as applied and cloud gamification, chatbots, deep learning, and certifications and frameworks, this book is ideal for programmers, computer scientists, software engineers, practitioners of technological companies, managers, academicians, researchers, and students.
Download or read book The Gamification of Learning and Instruction Fieldbook written by Karl M. Kapp and published by John Wiley & Sons. This book was released on 2013-11-11 with total page 487 pages. Available in PDF, EPUB and Kindle. Book excerpt: Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning.
Download or read book Interactivity Game Creation Design Learning and Innovation written by Anthony L. Brooks and published by Springer. This book was released on 2018-03-06 with total page 532 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of two conferences: The 6th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2017) and the Second International Conference on Design, Learning and Innovation (DLI 2017). The event was hosted in Heraklion, Crete, Greece, in October 2017 and attracted 65 submissions from which 50 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.