Gamification with Moodle

Gamification with Moodle

Author: Natalie Denmeade

Publisher: Packt Publishing Ltd

Published: 2015-10-20

Total Pages: 135

ISBN-13: 1785286811

DOWNLOAD EBOOK

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.


Mastering Moodle

Mastering Moodle

Author: Silvina Hillar

Publisher:

Published: 2018

Total Pages:

ISBN-13:

DOWNLOAD EBOOK

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.


Practical Perspectives on Educational Theory and Game Development

Practical Perspectives on Educational Theory and Game Development

Author: Marzullo, Fabio Perez

Publisher: IGI Global

Published: 2021-06-25

Total Pages: 252

ISBN-13: 1799850226

DOWNLOAD EBOOK

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.


Gamification for Online Training of Court Professionalsin a Labour Court in São Paulo, Brazil (TRT-2): what Can be Implemented in Moodle 2.5

Gamification for Online Training of Court Professionalsin a Labour Court in São Paulo, Brazil (TRT-2): what Can be Implemented in Moodle 2.5

Author: Ludmilla Cavarzere de Oliveira

Publisher:

Published: 2018

Total Pages: 0

ISBN-13:

DOWNLOAD EBOOK

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.


Gamification in Learning and Education

Gamification in Learning and Education

Author: Sangkyun Kim

Publisher: Springer

Published: 2017-09-19

Total Pages: 164

ISBN-13: 3319472836

DOWNLOAD EBOOK

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.


Next-Generation Applications and Implementations of Gamification Systems

Next-Generation Applications and Implementations of Gamification Systems

Author: Portela, Filipe

Publisher: IGI Global

Published: 2021-10-22

Total Pages: 281

ISBN-13: 1799880915

DOWNLOAD EBOOK

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.


Teaching and Learning in a Digital World

Teaching and Learning in a Digital World

Author: Michael E. Auer

Publisher: Springer

Published: 2017-12-26

Total Pages: 981

ISBN-13: 3319732102

DOWNLOAD EBOOK

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.


The Impact of Tailored Gamified Activities to Undergraduate Students' Engagement

The Impact of Tailored Gamified Activities to Undergraduate Students' Engagement

Author: Nouf W. Azab

Publisher:

Published: 2022

Total Pages: 0

ISBN-13:

DOWNLOAD EBOOK

This study aims to test the self-determination theory (Ryan & Deci, 2000) that relates the type of gamification activities based on the student hybrid player type to the engagement of undergraduate students at a Saudi Arabia public university. By measuring the influence of the type of gamification and the hybrid player types on the student's engagement. And the interaction effects exist when the influence on the type of gamification depends on the hybrid player types--using an experimental 2X4 factorial design to answer the research questions: 1. What is the impact of tailored gamification activities on students' engagement? 2. What is the relationship between students' hybrid player types and their engagement? 3. What is the interaction between tailored gamification activities and students' hybrid player types? One hundred forty-one undergraduate students registered at an online course in a Saudi Arabia public university female section participated by using the gamified activities in Moodle learning management system for ten weeks. Data collected using Moodle logs and analyzed by 2X4 two-way between-subjects factorial MANOVA test with the hybrid player type (Philanthropist, Socializer, Free Spirit, Achiever) and gamification activities (traditional, tailored) as the factors and points, time, and clicks as dependent variables. The finding agreed with the literature on the positive effect of tailored gamification on undergraduate students' engagement. However, more investigation is needed to understand how students' player type affects their engagement, the Gamification Hexad user type interaction with the tailoring of game elements, and if there is other mediated variable that affects the customization process from beneficial to overwhelming


Trends in E-learning

Trends in E-learning

Author: Mahmut Sinecen

Publisher: BoD – Books on Demand

Published: 2018-08-01

Total Pages: 164

ISBN-13: 1789235421

DOWNLOAD EBOOK

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.


Gamify

Gamify

Author: Biran Burke

Publisher: Routledge

Published: 2016-10-14

Total Pages: 136

ISBN-13: 1351861778

DOWNLOAD EBOOK

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.