See on Scoop.it – Learning Happens Everywhere!
“This video is of the “New Opportunities for Librarians: What Happens When You Go Behind the Lines in a MOOC?” session at the 18-19 March 2013 “MOOCs and Libraries: Massive Opportunity or Overwhelming Challenge?” event hosted by OCLC Research and the University of Pennsylvania Libraries. As we learn about new platforms and new modes of working, librarians are going into the trenches to see for themselves how MOOCs work. How do library resources and research skills fit into MOOCs and other online learning environments? Where do library collections and service fit? How can we use the experience gained in MOOCs to think about the future of the library in an evolved teaching environment? Featuring Marjorie Hassen, Director of Teaching, Research, and Learning Services, University of Pennsylvania Libraries; Sarah Bordac, Head, Instructional Design, Brown University; Jennifer Dorner, Head, Instruction and User Services, University of California Berkeley; and Lynne O’Brien, Director of Academic Technology and Instructional Services, Duke University.”
See on www.youtube.com
Game players regularly exhibit persistence, risk-taking, attention to detail, and problem-solving, all behaviours that ideally would be regularly demonstrated in school.
– The Education Arcade at MIT
Recently I’ve been playing a super addictive game – Sugar Crush Saga in my leisure time. I would say it is by far one of most difficult games on Play/App Store. As you progress throughout the game, the margin between level up and lossing lives grows increasingly slim, eventually you would yourself start to running out lives. In this case, you can choose either buying lives from Play/App Store, or simply requesting lives via Facebook friend. Most likely I would choose the second option, so the game re-shapes itself with social gaming experience, friends would help each other out to save lives or unlock the challenges.
While I was playing this game, I started to wonder if we (as Learning Activists) could also create the entire learning experiences as enjoyable as playing Sugar Crush Saga. Adding a bit delicious elements to the eLearning course modules, or consider to design a bright and cheerful game-boards alike structure for the course hosting LMS. Small changes we could easily implement; throw in some vivid interactive graphics with our course intro/ and the course complete screens such as the wording of the achievement screens between levels are really sweet, in the very best way, with incentive graphics that are pefect suited to a game. In our case, we may consider to use interactive simulations as engaging tool to enhance student’s learning experiences.
The Sugar Crush puzzling song is absolutely infectious, I’m unabashedly humming the main song to myself now :D.
Gamification [n]: the use of game design elements in non-game contexts. It is the process of using game thinking and game mechanics to solve problems and engage users.
Gabe Zichermann is an entrepreneur, author, highly rated public speaker and gamification thought leader. He is the chair of the Gamification Summit and Workshops, and is co-author of the book “Game-Based Marketing, where he makes a compelling case for the use of games and game mechanics in everyday life, the web and business.
When I used to work at the Internet Cafe back in High School, I was always wondering why there are so many young adults would play video/online games for endless hours. I am not a gamer personally but surrounded by dozen of heavy gamer friends. With my Instructional Design (ID) work, I often asked my gamer friends for their ideas of having “FUN” before starting UI and UX design for the eLearning modules. I can see a number of game elements have been implemented in my previous ID portfolio, such as freedom to choose a path to follow to complete the class successfully specific rules you need to follow for each path different badges for different achievements along with a statement of achievement a system that rewards you with even more than a badges if you score in the top of the class.
I guess this is all done with the sole purpose of making it more entertaining and motivational to participate in the class. Games allow the player multiple chances to experiment and try various routes to reach the same goal.This ultimately will lead the player to a discovery of what works and what doesn’t. We see this in the game Angry Birds, which at its core is just a game about experimenting until you find the solution, yet it somehow keeps us coming back for more. This freedom to experiment encourages us to make our own decisions and determine what steps they will take to accomplish a larger task. As we accomplish small, manageable sub-tasks we feel a more immediate reward for our actions, thus leading us to a greater appreciation of what the benefits of our long term goals are.
Pearson’s vision utilizes technology to increase usability and productivity of students in and outside of the classroom. This is the potential for personalized and connected learning.