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Learning Technology, Pedagogy and Research
Learning Technology, Pedagogy and Research
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Gamification and The Joy of Learning - Richard Buckland | University of New South Wales Programming Lecture

Gamification and The Joy of Learning - Richard Buckland | University of New South Wales Programming Lecture | Learning Technology, Pedagogy and Research | Scoop.it
Why is university learning seen as a chore by many students, even when they love the subject they are studying? Why does everything have to be worth marks?
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From Theory to Design: Exploring the Power & Potential of ‘Connected Learning,’ Part Two | DMLcentral

From Theory to Design: Exploring the Power & Potential of ‘Connected Learning,’ Part Two | DMLcentral | Learning Technology, Pedagogy and Research | Scoop.it
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The #Gamification of Learning: What Research Says About Simulations...

Keynote address from The Medical Device & Diagnostic Trainers Summit held in Princeton, NJ by the Socieyt of Pharmaceutical & Biotech Trainers...

Via JackieGerstein Ed.D., JoelleYalin
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Maria Palaska's comment, October 11, 2012 3:41 AM
very interesting! and very useful!
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Gamification in Workplace Learning: The Role of Play | Social Learning Blog

Gamification in Workplace Learning: The Role of Play | Social Learning Blog | Learning Technology, Pedagogy and Research | Scoop.it

"Let’s start with the simple answer. Yes, it does. Gamification definitely has a role in workplace learning. Too bad this topic is not nearly as simple as yes or no…but the interesting stuff never is."

 

A blog from 2011, some interesting comments followed.


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Remote Proctoring Solution Offers Secure Assessment Experience for Online and Blended Courses

Now, within an end-to-end secure environment, students can log in, authenticate themselves and take and submit their exams from the comfort of their homes, coffee shops or any Internet-connected location.

 

When the student is ready to take a proctored exam, they click “Test” on the Tegrity interface. The student is then taken through a simple workflow to record their exam, as follows:

 

Agree to the testing policy


The institutional test policy, controlled by the Tegrity Administrator is presented to the student, and they are asked to accept it in order to proceed.


Optionally, the individual instructor for the course also has the option of adding a course-level testing policy for the student to review and accept.


Prove identity


The student is asked to hold up their student ID or other form of identification to their webcam in order to prove their identity. They then click a button to take a still image of their ID. If the image isn’t clear, they can retake the photo.


Take the exam


When the student is ready to begin the online exam, they click start and Tegrity records the screen activity, plus video of the student taking the exam. Remote Proctoring recordings do not allow the student to pause the recording.


Complete the exam


When the exam is completed, students click the stop button on the Tegrity toolbar icon, and the exam is uploaded to the appropriate course, automatically.


Instructor review


The instructor clicks on the “Tests” tab in Tegrity, then selects the recording to review it at up to 8x speed; although most instructors do not review every minute of each exam. Rather, they will check at random, or skim through them, as the fact that the recording was made is typically all that’s needed to prohibit cheating.

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Meaningful Play: Getting Gamification Right

Google Tech Talk January 24, 2011 Presented by Sebastian Deterding ABSTRACT Foursquare, GetGlue, Nike+, Badgeville: From reading news to fulfilling your hear...
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"The problem with eLearning isn't eLearning; it's motivation" | eLearning

"The problem with eLearning isn't eLearning; it's motivation" | eLearning | Learning Technology, Pedagogy and Research | Scoop.it
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The Connectivist Learning Environment

Overview of the model of learning informing the design of the first MOOCs, including a look at some aspects of the gRSShopper software we have been using to sup...
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Gamification in Enterprise Technology

Enterprise gamification is a hot new idea that has great potential for benefit (and misuse). Common misconceptions create the risk of getting it wrong.
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Gamification 101: Design the Player Journey

Shufflebrain's Introductory Workshop on Gamification and Applied Game Design...
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eLearning 101 - Building online courses

eLearning 101 is a five part series that covers the basics of what developers should know about building online courses.

 

eLearning 101 Part 1: Introduction to eLearning

 

- Getting Started
- Approaches to Learning


eLearning 101 Part 2: Planning eLearning

 

- Storyboard
- Script writing
- Interactivity


eLearning 101 Part 3: Developmental Roles

 

- Mandatory Roles
- Optional Roles
- Communications


eLearning 101 Part 4: Development Process

 

- Recording
- Implementing
- Publishing


eLearning 101 Part 5: Evaluating

 

Par 1:

http://www.elearningindustry.com/subjects/concepts/item/260-introduction-to-elearning-101 ;

 

Part 2:

http://www.elearningindustry.com/subjects/concepts/item/265-elearning-101-part-2-planning

 

Part 3:

http://www.elearningindustry.com/subjects/concepts/item/275-elearning-101-part-3-development-roles

 

Part 4:

http://www.elearningindustry.com/subjects/general/item/286-elearning-101-part-4-developmental-process

 

Part 5

http://www.elearningindustry.com/subjects/general/item/290-elearning-101-part-5-evaluating ;

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Gagné’s Nine Events of Instruction applied to Game Based Learning

Gagné’s Nine Events of Instruction applied to Game Based Learning | Learning Technology, Pedagogy and Research | Scoop.it
Following on from a recent post The Pedagogies in Game Based Learning, this article will look at how Gagné’s Nine Events of Instruction can be applied to game based learning.
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Video Games That Bring Civics Class to Life | #gamification

Video Games That Bring Civics Class to Life | #gamification | Learning Technology, Pedagogy and Research | Scoop.it

"The online educational video game site iCivics, created in 2009 by former Supreme Court Justice Sandra Day O’Connor that features civics curriculum, has partnered with EverFi, an ed-tech company focused on K-12 and higher ed. And through the partnership comes a new initiative Commons – Digital Town Square, offered free to all K-12 schools."

According to this post this game will provide an adaptive feature, have "a variety of media including simulations and animations as well as pre and post-assessments and behavioral surveys." It also includes social components, badges and avatars, and they will be meeting some of the Common Core standards. To go directly to this new iniative - Commons - Digital Town Square:

http://everfi.com/civic-education.


Via Beth Dichter, JoelleYalin
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Smart Gamification: Designing the Player Journey (Youtube video)

Game dynamics are infiltrating every aspect of daily life. Early "gamification" efforts involved adding simple game mechanics like points, badges and leaderboards to websites and apps. But that's not what makes games truly compelling. Good games take players on a journey, giving them something the learn and master. Smart gamification involves creating virtual systems that shape real-world behavior, using a mix of intrinsic and extrinsic motivational techniques. In this short talk, we'll cover the basics of smart gamification, and learn how to use game thinking to develop more engaging products and services. . .

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Tired of Grades? Take a Badge

Tired of Grades? Take a Badge | Learning Technology, Pedagogy and Research | Scoop.it

Via Ana Cristina Pratas
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Extra Credits: Gamification

This week, we talk about the ways game systems are starting to be applied to real life, and what this means for the future. Also, we are joined by our first ...
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TEDxKids@Brussels - Gabe Zichermann - Gamification

Gabe Zichermann is an entrepreneur, author, highly rated public speaker and gamification thought leader. He is the chair of the Gamification Summit and Works...
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Engagement and Motivation in MOOCs

In this presentation I look at the issues of engagement and motivation in Massive Open Online Courses (MOOCs).
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An Investigation of the Determinants Influencing Student Learning Motivation via Facebook Private Group in Teaching and Learning - Springer

An Investigation of the Determinants Influencing Student Learning Motivation via Facebook Private Group in Teaching and Learning - Springer | Learning Technology, Pedagogy and Research | Scoop.it

Social networking websites such as Facebook and others have become an integral part of student life. They constitute an important research area to study their roles as a tool to support educational communications with students. This paper examines how the use of Facebook private group affects student attitudes towards learning modalities. Issues surveyed include usage effects, perceived ease of use, teacher facilitation and interpersonal influence of using Facebook. By understanding these factors, educators can develop appropriate pedagogical strategies for more effective teaching and learning.

 

Source: http://bit.ly/UEB37U

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The Gamification of Learning: What Research Says About Simulations...

Keynote address from The Medical Device & Diagnostic Trainers Summit held in Princeton, NJ by the Socieyt of Pharmaceutical & Biotech Trainers...
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