Wednesday, August 13, 2014

Discussion Forum

Gamification in Online Courses

This is an interesting topic to look at because 49% of gamers are aged 18-49 and 2 out of 5 gamers are female (http://www.onlineeducation.net/videogame).  Since gamers like games like Angry Bird, Tetris, Duck Hunt and many other games we should as future ID’s and future facilitators of online courses look at the benefits and draw backs of games in online education.  Keep in mind that these games are not like the ones just mentioned but the games developed for education will have an impact on how students learn.

By Friday:
Post your experiences with online games in your courses online.  Then write about two advantages to using games in online education and two disadvantages of using games in online education.  Use the resources posted here and you may use any other resource that list advantages and disadvantages of using games in online education. 

By Saturday:
Respond to two of your classmates.

Discussion Rubric


Levels of Achievement

Beginning
1.0-2-5

Developing
2.6-3.0

Accomplished
3.1-3.5

Superior
3.6-3.7

Learners participation in the discussion forum

Student did not respond to fellow students until the last day of discussion.

Student did not participate in the discussion.

Student responded to fellow students prompts with in the week but did not add any extra comments

Student participated in the discussion.

Student responded to fellow students prompts and added extra comments

Student shows extra participation in discussion by writing to more than two students.

Student responded to fellow students prompts with extra comments and added information

Student shows extra participation in the discussion by writing to more than two students and responding to general questions.

Initial post content

Student wrote to the prompt but there was ambiguity.

Student showed no level of higher order thinking restating the discussion question.

Student wrote to the prompt with marginal effort.

Student writing is beginning to show higher order thinking in responding to discussion question.

Student wrote to the prompt and spurred others to write to the prompt.

Student did use higher order thinking to analyze the discussion question in a congruent manner.

Student related to the discussion question.

Student wrote to the prompt and spurred others to write to the prompt.

Student did use higher order thinking to analyze discussion question in a congruent manner.

Student related to the discussion question and used the course materials, optional materials and materials they researched outside of the course readings.

Response to post content

Student was off topic but did use course materials

Student was on topic but still there was ambiguity but did use course materials.

Student was on topic the writing was clear.  Student used course materials and optional materials in course.

Student was on topic the writing showed depth of knowledge.

Student used course materials, optional materials in the course and materials they researched outside of the course readings.

Conventions

Student writing missed conventions.

Student writing had spelling errors.

Poor editing

Student writing had all conventions.

Student writing had spelling errors.

Average editing

Student writing had all conventions.

Student writing had minimal spelling errors.

Good editing

Student writing had all conventions.

Student writing had no spelling errors.

Excellent editing

Resources

Gamification of learning http://en.wikipedia.org/wiki/Gamification_of_learning

Huang, Z. & Cappel, J. J. (n.d.).  Assessment of a web-based learning game in an information system course on line.  Central Michigan University, Mount Pleasant, Michigan.  http://courseweb.lis.illinois.edu/~bnsmith3/gaming/files/Huang%20and%20Cappel.pdf

Raymer, R. (2011 September). Gamification: using game mechanics to enhance elearning.  Learn Magazine: Where Thought and Practice Meet. http://elearnmag.acm.org/featured.cfm?aid=2031772

8 comments:

  1. Angela, this is a very interesting post. I'm not big into gaming, however, as you stated, "As future ID’s and future facilitators of online courses look at the benefits and draw backs of games in online education." I will eventually do an in-depth study on gaming and the impact it has on education.
    Thank you for sharing the knowledge and impact of gaming.

    ~Chuck~

    ReplyDelete
    Replies
    1. Hi Chuck,

      Thank you for responding to my discussion forum. I am not into gaming either but I know from having sons ages 17, 13 and 11 that gaming may be one of the ways they learn new skills. They do not get to play video games during the weekdays but on Friday evening video games can be played and on Saturday evenings.

      Just from watching them play Mindcraft with other gamers online I think gamification may be one way to keep the 21st century learner involved in their college education and not drop out because lectures are boring. Students can now go online and communicate to their friends via FB so if they are in a boring lecture they might just take out their phones and do FB or Instagram. And in an online class where the learner has to have an intrinsic motivation to learn the material gamification might just be the way to help motivate them to learn new material in a college course.

      Here is Dr. Kostina doing a discussion on gamification in high school and she actually uses educational theory with the purpose of gaming. It is 13 minutes long and she even talks about collaborative experiences with games, formative and summative assessments being done with games in education. http://www.youtube.com/watch?v=dPPmFgnded4

      Angela

      Delete
  2. I believe there is a a lot to learn from certain games, but it is difficult to use good games in education. But as Kevin Bell (in the video) talks about, using the same mechanics we find in games in our courses could help students learn better and more. At Badgeville.com (n.d) we find the Gamification Wiki where you can read more about the game mechanics, design tips and exmples. Some things we can do according to Badgeville are:
    * Add points to tasks that need to be completed
    * Define badges/rewards to be given out after a criteria is met
    * Create a Leaderboard to show top performers
    * Define levels to repeat tasks or to perform harder tasks
    * Earning of badges can be tied to unlocking higher levels

    /Millan


    References

    http://badgeville.com/wiki/education

    ReplyDelete
    Replies
    1. Hi Millan,

      I agree with you that it is difficult to good games in education but it can be done. Instructors have to find games or they have to make their own games to be used for their course.

      Angela

      Delete
  3. Angela you did not include your questions.

    ReplyDelete
  4. Hi Chuck,

    Thank you for letting me know I missed the question part of my discussion forum. My forum was for the learner to share their experience with online gaming in their courses and to provide two advantages and disadvantages of online gaming in courses.

    I could expand my discussion forum by asking about the merits of online gamification in online courses.

    What do you think are the merits of gamification in online courses do you think they help or hinder learning?

    Angela

    ReplyDelete
  5. I think of Gamification in my mind's eye would be similar to utilizing a virtual simulation in online course with an avatar representing you in the virtual environment. This is very interesting, because I would like to design automated simulations so that learners gain the experience of actual performing real life activities just like playing games for online curriculum.
    Thanks for sharing and allowing me to share.
    Bridget

    ReplyDelete
  6. Angela,

    I think gamification will be the driving force of future assessments because it would provide a level of comfortability and engagement for the typical younger age learner. No longer will playing games seem to disenfranchise the younger generation because it is viewed as a lack of direction and identity. Furthermore, one could immerse the learner in the activity while adhering to the objective of knowledge acquistion and measuring abilities. Although, I do think there might be a dilemma created with enforcing gaming for assessments and the desire to continually play. This might lead toward looking for this one outlet as opposed to the reality of performing in the real world.

    Isaac

    ReplyDelete