By Jorge Simões in Personal Learning Enviroments and Gamification. This thesis addresses the problem of students’ disengagement by investigating if gami- fication can make a contribution to solve the problem and how. Gamification is a new trend that
Gamification has become one of the hot topics of recent years. Everybody talks about it. Every eLearning vendor claims that implements this idea in their solutions. It is hard, however, to find really successful cases of such implementations. No wonder why gamification as a concept is going down to the Trough of Disillusionment in the Gartner's Hype Cycle.
The year 2014 was a fantastic year for gamification with lots of companies engaging in gamified solutions, more and more people understanding what gamification is all about and several well known technology companies taking the plunge into gamification. As well as some interesting vendor offerings in the field.
The interest in gamification for learning is larger than it’s ever been and continues to grow (but not as fast as some predicted…more about that later).
Gamification is revolutionizing the field of learning and development. That was the main thrust of the Game On! Gamification Strategies for Instructional Designers and Trainers skills seminar I led at the recent ASTD Chicagoland Chapter meeting at the DePaul University School for New Learning on September 18th. Using micro-credentials to reward users for acquiring new knowledge or …
Despite the importance of cooperation between education and the working life, there are substantial difficulties on the road. Gamification refers to introducing game elements into another domain. While there is evidence on the usefulness gamification in education, its potential in bridging education and working life is still untapped.
Our contribution is in investigating the possibility of facilitating knowledge sharing through a gamified platform. The case study describes the development and execution of a game-based platform for working-life cooperation, acting as a knowledge-sharing platform between schools, students, and participating entrepreneurs. In the case study, the hurdles identified in previous research were successfully overcome. Entrepreneurs evaluated the results of the game positively, expressed high motivation, and felt the produced knowledge was useful. Results suggest the potential of a gamified learning environment in increasing engagement, motivation and participation in a problem solving community of students and entrepreneurs. The nature of a game supports a shift towards learning in working life, the interviewees argue.
Victoria Marín's insight:
Interesting paper on the use of a gamified platform to bridge education and working life, formal and informal learning.
The online journal eLearning Papers has just released its issue number 43 which explores different approaches and models that spark creative potential of people and bring together interdisciplinary teams to collaborate and produce applied games and gamified apps.
The literature suggests that gamified learning interventions may increase student engagement and enhance learning. We empirically investigate this by exploring the impact of intrinsic and extrinsic motivation on the participation and performance of over 100 undergraduate students in an online gamified learning intervention. The paper makes a number of contributions. First, by synthesizing the literature the central concepts required for a learning intervention to be considered gamified are mapped and the development of an online gamified learning intervention is described. Second, the effect of gamification on learning outcomes is examined using a pre- and post-intervention survey. We find that gamified learning interventions have a positive impact on student learning. Third, our results show that while generally positive, the impact of gamified intervention*ns on student participation varies depending on whether the student is motivated intrinsically or extrinsically. These findings will be of practical interest to teaching and learning practitioners working in a range of educational contexts, and at all levels of education, who wish to increase student engagement and enhance learning.
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