Gamification is the process by which teachers use video game design principals in learning environments. The effects are increased student engagement, class wide enjoyment of academic lessons, and high levels of buy-in, even from your most reluctant learners.
When gamifying a classroom there are several things you’ll need to consider. The first is content, as in what are you trying to teach? Like any lesson or unit plan, you’ll need to figure out how to organize and assess new material. You’ll also need to consider your students. What kind of learners are they? What information do they already know? You’ll need to have a basic understanding of your students’ technology skills and how much support each student may need. You’ll want to consider putting together a training manual or some other support system for students who may need extra help. You’ll also need to consider your own comfort level with technology and the actual technology available to you. These considerations may lead you to designing your own game, or relying one a template or already built quest.
This study looks at the expectations of undergraduate students in one public university in Malaysia with regard to the introduction of the Accelerated Program for Excellence (APEX). The university has undergone major transformations, which consequently influence the expectations of students. This paper uses two sets of data: data collected through six focus group interviews and data from responses to a series of open-ended questions. These open-ended questions were part of a bigger survey consisting of 275 undergraduates, but only responses related to the open-ended section were included in this analysis. Student expectations can be categorized into expectations related to educational qualification and their projected future; teaching, learning and assessment; and information technology and communication. We suggest that universities need to take into consideration students’ realistic expectations and manage unrealistic expectations. We also argue that universities need to be cautious in viewing students as consumers in order to function as institutions that generate and disseminate knowledge to students.
The development of skills for social enterprise is a key learning outcome in UK higher education. Using semi-structured interviews and questionnaires with students at the University of Northampton, this study aimed to examine the key factors that impacted upon student engagement with social entrepreneurship. The study showed that while levels of engagement were generally low, there were significant opportunities to improve these levels. A range of psycho-sociological factors (e.g. behavioural intentions, fears of debt, and awareness), as well as socio-demographic factors (e.g. gender), were found to have impacted upon student engagement with the concepts. Recommendations for increasing engagement including improving awareness, being mindful of terminology used, access to funding, and the need for greater cross-faculty working are suggested. While this is only a limited case study, the implications of the findings for wider UK HEIs such as provision of adequate funding and support, and the need to address key concerns such as student perceptions of links between grants and loans to debt, and limited awareness of social entrepreneurship, are also discusse
Make engaging and compelling animations online for your business or school. Create explainer videos, animated marketing videos, training videos and presentations. Make HTML5 banners and interactive video content.
We're at BETT 2015 this week chairing the Technology in Higher Education Summit - a space for higher education professionals to share ideas, future-gaze and streamline technology decision-making. In this podcast, Jisc's Sarah Davies discusses the findings from a day of sessions on the topic of 'Developing pedagogy', and Esther Barrett tells us what caught her eye around the exhibition.
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