I would be interested to read about what type of research they used showed the impact on learning. To study gamification it seems in a real world context, one would have to employ a strategy such as design-based research. There are many variables that can impact learning. I would suspect that gamification may be the key to create the motivation to engage in the first place but we would have to look at the entire learning environment to really see what is going on here.
I am still surprised of how many subject-matter experts are still hesitate to move to student-centered practices. Maybe students do not share online because in some cases it is still teacher-focused. We need to continue to move individuals to more student-centered practices whether we are dealing with children or adults.
"Facilitating Online is a course intended for training educators as online facilitators of fully online and mixed mode courses. The Centre for Educational Technology (CET) produced a Course Leader’s Guide as an Open Educational Resource to assist educators and trainers who wish to implement a course on online facilitation within their institution or across several institutions."
Equally grounded in the research and the practical applications developed by the authors over a number of years, this book shows how virtual learning environments could represent the future of higher education.
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.
Using #digital textbooks for online learning, I have found them to enhance and also distract from learning. For me, it depends on the technology that is used to disseminate the information. It will be interesting to explore apps to see how user friendly they are and what age they target.
We are going to see research in the next 3-5 years coming in about the beneficts and challenges of MOOC's. Interesting to me are the business models. Great marketing tool for those who have a current base of clients.
When you take a training you often forget the information by the time you need to lose it. This took is a great way to create learner-centered instruction On Demand so the users have the content when they need it.
Too may times we lose site of our end users! Check it out!
MOOCs have been the subject of still more comment and analysis as technology influences higher education.
Gina Anderson CEO Mopi16 's insight:
A lot of buzz about #MOOC's the past year which continues to get higher education publicity. For the already popular universities this, what a way to market, but for the smaller universities who are depending on online enrollments to support their existence, we will see what this does to them. Let’s face it, higher education is business. #MOOC’s are another way to create buzz. I have designed a MOOC and participated in a BOOC. It will be interesting to see the research that comes out of all of these initiatives in higher education.
The master’s degree offered by the Georgia Institute of Technology through massive open online courses has the potential to disrupt higher education.
Gina Anderson CEO Mopi16 's insight:
We've developed MOOC's and I have been in a BOOC. I see the potential to use these as marketing opportunities for higher eduction and also help those who are not interested in seeking an entire degree continue learning. Look forward to reading the research that comes out of this project!
California state senators voted unanimously last Thursday to pass Senate Bill 520, despite opposition from faculty at California Community Colleges, California State University, and University of California.
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...
The Georgia Institute of Technology College of Computing announced today that it will offer the first professional Online Master of Science degree in computer science (OMS CS) that can be earned completely through the “massive online” format.
I designed a MOOC and found that building a strong learning community is essential. Those participants that want to take, take, take, and not give to the community really impact how the experience runs. Hopefully, there will be research out of here that shows this impact.
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.
Online School for Girls teachers are scholars and faculty leaders at their home campuses, leading initiatives in STEM curriculum and partnerships, global programs, and leadership development. Their schools are nationally known for high-achieving students, superior teaching, and rigorous college preparatory curriculum- within an educational experience grounded in a passionate love of learning and nurtured by faculty constantly engaged in incorporating fresh and novel approaches to their craft.
Guided by our mission to inspire girls everywhere, our faculty designs and teaches their courses with our four guiding principles at the forefront: Connection, Collaboration, Creativity, and Application– the ways in which the research shows us girls learn best.
Gina Anderson CEO Mopi16 's insight:
While this is an interesting concept and business model, it is necessary to provide quality education for all learners!
Easily create content that is mobile accessible and learn how add a Bookmark for it to any OS Device. This On Demand content is right up our alley! This eNugget will shows you how to get rolling with adding a Book Mark of your content to your OS Device.
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