Date(s) - 30/11/2018
16:30 - 20:00
Κατηγορίες Δεν υπάρχουν Κατηγορίες
Εισηγητής: Δημήτρης Μελε
Αίθουσα Τηλεδιάσκεψης 1 – Βιβλιοθήκη
30/11/2018 16:30 – 18:00
Οι συμμετέχοντες στα workshop θα πρέπει να έχουν μαζί τους φορητό υπολογιστή
Gamification integrates game mechanics in non-gaming contents to foster motivation and performance with regards to a given activity. Gamified applications, for both marketing and educational purposes, proliferated in the last decade. However, no standard methodology exists on how to gamify educational material and thus consider gamification as an ICT tool available to educators. This presentation proposes a methodology for developing such an educational application, intended for learning in a formal or informal environment, based on well-established behavioral and cognitive models. The MOODLE platform conforms very well with the presented methodology. It allows for modular educational content, structured according to the learning pyramid, and involves reading material, videos, exercises, quizzes and student generated content. Furthermore, it lends itself to applying microlearning principles where the information, new knowledge, guidance provided, is organized in short sentences, in the form of definitions, tips or explanations, around the topic in focus. MOODLE plugins are used to implement game mechanics, such as game levels, counters, leaderboard and badges, and the design of tasks and missions. An example of applying the proposed methodology to educational content for higher education students is presented. The educational content is developed according to Bloom’s taxonomy which is also reflected in the game levels. The game levels must be of increasing difficulty and relevant to the skill acquired through the course/game and appeal to the cognitive, emotional and social areas of the learner. Once the levels are determined, the transitions from one level to the next must be defined. The unlocking of levels is related to the points a student must accumulate in order to proceed. The pointification mechanism is also used for real – time feedback to the user, leaderboard update and badges, all of which appeal to both the emotional and social area of the user. The gamified content may be used as support material in the delivery of conventional and e-learning courses or as stand-alone material for training in informal and adult education.
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