Gamification implies the deconstruction of the concept of a game to arrive at individual components that compel engagement with the game. We will present a set of instructional design elements for higher ed applications and share an exemplar that uses the design elements to reimagine a first-year experience course with gamification. Data from student interactions with this first-year course will be analyzed to determine if the desired effect of increased student engagement with materials and motivation to complete course assignments occurred. Outcomes: Define gamification and compare and contrast gamification dynamics, components, and elements *Select appropriate gamification design elements that could be used to reimagine a curriculum, course, or instructional unit as a “gamified” instruction *Describe ways to use learning technologies and analytics to gauge student engagement with course materials and enhance student motivation to complete assignments
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SOURCE: Educause
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