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Gamification with Moodle

Author : Natalie Denmeade
Publisher : Packt Publishing Ltd
Page : 135 pages
File Size : 45,71 MB
Release : 2015-10-20
Category : Computers
ISBN : 1785286811

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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.

Practical Perspectives on Educational Theory and Game Development

Author : Marzullo, Fabio Perez
Publisher : IGI Global
Page : 252 pages
File Size : 23,97 MB
Release : 2021-06-25
Category : Education
ISBN : 1799850226

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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.

Mastering Moodle

Author : Silvina Hillar
Publisher :
Page : pages
File Size : 41,64 MB
Release : 2018
Category :
ISBN :

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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.

Gamification-Based E-Learning Strategies for Computer Programming Education

Author : Alexandre Peixoto de Queirós, Ricardo
Publisher : IGI Global
Page : 372 pages
File Size : 17,73 MB
Release : 2016-08-23
Category : Education
ISBN : 1522510354

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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.

Games and Learning Alliance

Author : Antonios Liapis
Publisher : Springer Nature
Page : 613 pages
File Size : 28,5 MB
Release : 2019-11-20
Category : Computers
ISBN : 3030343502

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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.

Research on E-Learning and ICT in Education

Author : Thrasyvoulos Tsiatsos
Publisher : Springer Nature
Page : 302 pages
File Size : 18,25 MB
Release : 2021-03-09
Category : Education
ISBN : 3030643638

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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.

Gamification in Learning and Education

Author : Sangkyun Kim
Publisher : Springer
Page : 164 pages
File Size : 39,55 MB
Release : 2017-09-19
Category : Education
ISBN : 3319472836

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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.

Teaching and Learning in a Digital World

Author : Michael E. Auer
Publisher : Springer
Page : 981 pages
File Size : 10,50 MB
Release : 2017-12-26
Category : Technology & Engineering
ISBN : 3319732102

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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.

Gamification

Author : Stefan Stieglitz
Publisher : Springer
Page : 166 pages
File Size : 27,28 MB
Release : 2016-10-04
Category : Computers
ISBN : 3319455575

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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.

Trends in E-learning

Author : Mahmut Sinecen
Publisher : BoD – Books on Demand
Page : 164 pages
File Size : 25,18 MB
Release : 2018-08-01
Category : Technology & Engineering
ISBN : 1789235421

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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.