In previous posts on the Public Sector View, we looked at Massive Open Online Classes, or MOOCs for short. MOOCs are essentially free online classes that students across the globe can participate in. MOOCs are often recorded with video teleconferencing (VTC) solutions and posted online for students to digest when their schedule allows.
We’ve discussed the benefits that MOOCs can deliver, including the ability to better prepare students for college and enabling students to “sample” different courses and areas of study. However, the accreditation of MOOCs has been a sticking point. Schools have struggled to identify a way for students to get credit or recognition for the MOOCs they’ve completed.
This is starting to be rectified as the American Council on Education (ACE), an influential higher education association that represents the presidents of U.S. accredited, degree-granting institutions, has begun to approve MOOC courses for college credit recommendation.
However, there may be a new technology that could provide students with an additional avenue for demonstrating the skills and knowledge they’ve gained from MOOCs and other online courses – digital badges.
Digital badges are an online representation of a skill that a student has earned. Badges can be earned from classes or even real world experiences. And with the introduction of Mozilla’s Open Badges – a free, open-source software solution – these badges can now be easily displayed online and multiple badges from myriad classes and experiences can be strung together to provide a better picture of a student’s skills and abilities.
With a forum to aggregate and display badges now available, the digital badge concept allows students, or even working professionals, to take part in MOOC classes and easily illustrate their accomplishments and new skills to future or current employers.
We just released Open Badges and see that it provides professionals with the opportunity to display their knowledge in a fun, engaging way. Instead of printing off a training certificate, now they can showcase their knowledge worldwide.
"Andrew Miller at Edutopia summarizes the wonderful tools and resources he found at the annual ISTE convention in Texas. These resources (which are all free) help educators craft meaningful game-based learning experiences for the classroom. I am really looking forward to exploring the Educade for potential learning activities and games for future instruction.”
Rockville, MD | 6/11/2013 | PRWeb – MarketResearch.com announces the addition of a new market research report in Marketing & Market Research to their product offering: Gamification Market [(Consumer Gamification, Enterprise Gamification) by Deployment...
Gina Anderson CEO Mopi16 's insight:
This will be an interesting report to see what the market research is saying. In the fall, I did a pretty extensive literature review and there wasn't much emperical research on gamification.
As you can see, gamification can also work in marketing. Just keep these four things in mind.
Identify the behavior(s) you want to modify. Don’t simply use gamification tools to make something more fun; make it more fun with a goal in mind.Know your audience. Every audience has different needs and will respond to certain triggers in different ways. Use a trigger that appeals to your customers and makes sense.Set realistic goals. Goals should be attainable, but they shouldn’t be no-brainers. Folks have to do some work to feel a sense of accomplishment.Recognize and reward. One of the most powerful features of gamification is the social aspect. Ensure that people are rewarded for doing what you want them to do and encourage social sharing of good news. People love to see their names in lights!
So, how can you challenge your customers? How can you give them something that they care deeply enough about to impact a particular behavior? The answer is different for every company, for every customer base, and for every behavior—but gamification can be done in a fun and engaging way. It’s all about finding the right levers to pull!
Having a goal of why to use #gamification is essential. This article speaks to a key that we are finding at our company. The social aspect of it is essential because the points and badges will fade, butt the social connection will provide them a way to make meaningful connections, be recognized and continue to want more.
I keep reading blogs and white papers about the power of gamification. The researcher in me wants ot pin point the draw and see which use has the most impact for retention and learning. From our initial research, I suspect an element of public recognition may be key.
If an experience is learner-centered, then learners have control over how they engage and interact with the content, when they engage with the content, and with what devices they want to use to engage online. While in this platform, the administrator is deciding what content should be included in a Collection, the user decides the rest.
Gina Anderson CEO Mopi16 's insight:
Content delivery is often driven by the administrator. Each user comes to the experience with their own interests, motivation, and prior knowledge. This tool provides flexibility to the adminstrator but ultimately allows users to customize what they need to know, when they want to know it, and earn rewards while doing it!
Infographics are interesting–a mash of (hopefully) easily-consumed visuals (so, symbols, shapes, and images) and added relevant character-based data (so, numbers, words, and brief sentences).
The learning application for them is clear, with many academic standards–including the Common Core standards–requiring teachers to use a variety of media forms, charts, and other data for both information reading as well as general fluency...
Just like any learning experience, you have to decide what your enduring understandings are and your learning outcomes. If the activities do not support or align with your objectives, then you shouldn't choose a game for a sake of a game.
There are many ways to incorporate gamification to increase motivation and interest. I am looking forward to examining the reserach behind the games to see what it is that creates the increase interest.
Cognitive Ethnography: a Method for Design, Measure, and Analysis for Multimedia Learning and Design: This monograph describes cognitive ethnography as a method of choice for game studies, multimedia learning, professional development, leisure...
Designers of video games, from Super Mario Brothers in the 1980's to Call of Duty in the 2000's, were living in a world abundant with data about player activity. Every time you moved, jumped, shot, (Gamification is more than just a buzz word.
I come across this awesome graphic while I was pooling resources for an article I am preparing on gamification in education. I will be sharing with you some great resources on this topic in the next...
I recently studied mirror neurons. Mirror neurons explain why we react when we watch sporting events and why we can have empathy for people. This article gives you an overview of how our brain impacts our emotional intelligence. However, this PBS video provides a great visual preference if you'd rather watch a short video, http://video.pbs.org/video/1615173073/ In any case, I ami ntrigued how understanding these neruons can provide insight for us as to how we should we engage people in gamification and mlearning experiences.
This is the official website of the Digital Media and Learning Research Hub, a non-profit organization advancing research in the service of a more equitable and participatory ecosystem of learning keyed to the digital and networked era.
Gina Anderson CEO Mopi16 's insight:
Want a place to go looking for ideas for creating #digital e#learning xperiences. I found the hub for you!
While people are interested in games, we really need to focus on the cognitive science behind gaming. With new imaging technologies that have become available, cognitive science is an exciting field to be part of!
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