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Gamifying v UWS: Starting your quest in Blackboard Learn - Hermy Cortez Llacuna - Western Sydney University

Motivating learners in online teaching environments can be challenging to achieve and sustain. Gamification is a developing area of motivating students to engage deeply with their learning and involves using game-based design principles and visual elements to build healthy competition, solve problems and apply critical thinking and collaborative skills in traditionally non-game tasks (Kapp 2012).

Gamification allows students to move through to higher levels of play, or narratives and quests, by requiring students to use prior knowledge, transfer new information into new situations, apply information in correct contexts, and learn from immediate feedback. ‘When gamifying an online course the ultimate goal in game thinking is to create positive learning outcomes while students are committed and stimulated with the learning materials online.’ (McGrath & Bayerlein 2013)

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Gamifying v UWS: Starting your quest in Blackboard Learn - Hermy Cortez Llacuna - Western Sydney University

  1. 1. Hermy Cortez Llacuna GAMIFYING vUWS Starting your quest in Blackboard Learn
  2. 2. vUWS = Virtual UWS GAMIFYING vUWS
  3. 3. HERMY (CORTEZ) LLACUNA Western Sydney University @hermzcc Blended Learning Designer h.cortez@westernsydney.edu.au
  4. 4. 4 BINGO https://bingobaker.com/play/810475
  5. 5. 5 Western Sydney University • 40k Students • 8 campuses • 2k Academics • 10 Schools and The College • Blended Learning Specialists • Central Blended Learning Team
  6. 6. 6 The Central Blended Learning Team • Professional Development sessions:  Blended learning  Fully online  Assessment  Active learning • Consultation: face-to-face, one-on-one support • Communities of Practice
  7. 7. 7 The Game Plan • 2hr face-to-face session • Intended for professional and academic staff • Objectives of the workshop: • Showcase good practice (vUWS site) • Identify pedagogical theories • Run activities around gamification
  8. 8. 8 What is gamification? Gamification is the application of game-design elements and game principles in non-game contexts. (Sebastian Deterding, Assistant Professor in the Game Design Program at Northeastern University 2011) Gamification “utilises the experience of fun, along with intrinsic motivation and rewards, to engage and captivate individual participants”. (Sauderson, R. Making Learning Fun 2011)
  9. 9. 9 Gamification in action!
  10. 10. 10 LinkedIn gamified (Status bar)
  11. 11. 11 Fitness gamified (Challenges and leaderboards)
  12. 12. 12 PAGE 12 Pokemon, Go (Avatar, levels, badges, competition, quests, augmented reality) Image source: GameSpot, 2016 Opera House, July 2016
  13. 13. 13 Why gamify? Motivates students to complete activities Helps students be more attentive to what they are learning Allow students engage in friendly competitions with peers It’s fun and engaging!
  14. 14. 14 https://pixelearning.files.wordpress.com/2012/08/final_info.jpg REWARDS for motivation PLAY as a way we learn Repetition until MASTERY is achieved FLOW THEORY relates to the emotions evoked by the flow states in games GOLDILOCKS THEORY means it needs to be “just right”
  15. 15. Gamify learning Learnify gaming
  16. 16. 16 Gaming mechanics  Characterisation  Quests  Competition  Achievements
  17. 17. 17 Quests  Narrative/Journey  Challenges  Mission The power of a good story is to motivate
  18. 18. 18 Achievements  Points  Badges  Rewards  Certificates
  19. 19. Tools to help gamify vUWS AchievementsGrade CentreLearning ModuleAdaptive ReleaseOther gradable tools
  20. 20. 20 Activities – The Quest in vUWS  Part 1: Explore (15 mins) In groups, use the CoWs on your learning pod, to go through examples of quests  Part 2: Discussion (15 mins) Development of quest using tools in vUWS and storyboarding  Part 3: Storyboard (20 mins) Using the storyboard template provided or any tool accessible on the CoWs, as a group or individually, you can begin to storyboard quest ideas based on around learning goals. (You do not need to finish it)  Part 4: Presentation (if time permits) Volunteers to share their ideas to class, using the whiteboard camera, document camera, or CoW PAGE 20
  21. 21. 21 http://popplet.com/app/#/3393080 The Intern – an example
  22. 22. 22
  23. 23. 23 The Quest in vUWS - Feedback Awesome initiative to enhance blended learning at Western. Find ways to engage students and make learning fun. Thanks cBLT! Learn how to engage millennials on vUWS Very useful ideas, principles, examples and resources. Readily transferrable to practice. It’s easy to implement Essential for online teachers A worthwhile workshop for anyone looking to enhance student engagement in vUWS A must for unit coordinators to develop engaging vUWS content
  24. 24. 24
  25. 25. 25 Where are we going?
  26. 26. 26 Questions?
  27. 27. 27 h.cortez@westernsydney.edu.au @hermzcc

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