This document discusses using a quest-based learning approach for a GIS course where students complete quests to earn points and level up through various ranks, with their progress tracked on a leaderboard. Quest-based learning employs gamification elements like badges and rewards to motivate students in an alternative to traditional grading.
Learner Motivation and Effectiveness of a Quest-Based Learning GIS CourseMichael DeMers
Through review of individual questions (assignments) in a Quest-Based GIS course, I will ascertain the degree to which each provides a "satisfactory" learning experience as viewed by the learners. A final survey will evaluate learner overall satisfaction. I will also monitor time-on-task, pacing, and timing of quests, selection of optional quests, textual analysis of answers, and other course-related statistics and correlate them to final grades.
Exploring Abandoned GIS Research to Augment Applied Geography EducationMichael DeMers
Applied geography has enjoyed a resurgence since the increased availabilty of geospatial software and the advancement of an ever-increasing sophistication of these analytical tools designed to solve complex geospatial problems. These advancements have quickly been translated into coursework at colleges and universities – often adopted wholesale into complete applied geography programs throughout academia. One unintended consequence of this adoption is that much of the conceptual content responsible for the development of these tools is not covered in the applied geography coursework. In many cases the conceptual frameworks were chosen more out of expediency rather than geographical foundations, thus leaving the applied geography student with the misconception that the fundamental geographic underpinnings upon which the software is based, are thoroughly understood and extensively tested. A direct result of this is that students in applied geography programs often employ the tools with little or no understanding of their limitations for modeling real geographic processes. I propose that one aspect of an applied geography curriculum must include the study of the underlying principles upon which the software is based, and perhaps more importantly, the study of concepts that were abandoned in the early days of tool development. While this is obvious for programs that emphasize the more theoretical aspects of geography, I argue that it is equally important for those who use the tools so they are aware of the fundamental limitations of the results derived from analysis.
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A Strategic Approach: GenAI in EducationPeter Windle
Artificial Intelligence (AI) technologies such as Generative AI, Image Generators and Large Language Models have had a dramatic impact on teaching, learning and assessment over the past 18 months. The most immediate threat AI posed was to Academic Integrity with Higher Education Institutes (HEIs) focusing their efforts on combating the use of GenAI in assessment. Guidelines were developed for staff and students, policies put in place too. Innovative educators have forged paths in the use of Generative AI for teaching, learning and assessments leading to pockets of transformation springing up across HEIs, often with little or no top-down guidance, support or direction.
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2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
Thank the session organizer, the chair, and the audience.
Basically a subset of game-based learning but adaptable to any course content.
Why? Next slide.
Offers learners choice.
We all like choice. Otherwise we’d still have only one kind of blue jean.
Quest Based Learning offers choices in which quests to pursue and when.
Quest based learning also rewards experience (experience points) and also rewards us by learning from our mistakes.
And don’t we all like to get the card that gives us “rewards” for using the card to shop?
Experience points are awarded based on time and difficulty to perform the quest. A percentage of points, based on a rubric, is assigned to the assignment. 85% is required to WIN the quest. If learner does not achieve 85% the quest is returned with LOTS of reinforcing feedback. Quests can be repeated until the quest is won. WIN THE QUEST AND ALL 100% OF POINTS ARE ASSIGNED.
The rewards in quest-based learning not only include experience points but also badges.
And you’re asking … who cares about badges? Hello, do you wear this when you vote? Or a button that says “I gave blood today”?
Another reward structure for questing is leveling up. Leveling up means you get more perks, more quests, more opportunities to keep …… questing (learning).
And, yes again you know you do this already.
Quest-based learning allows you to leverage the powerful hypnotic effect of leveling up.
While leveling up by itself tends to drive continued questing, some respond better to comparing themselves to others. Game Leaderboards provide that comparative analysis for the gamer.
It’s easy to assume that we don’t deal with leaderboards, but think about this March Madness example.
QBL provides leaderboards as well, but students can choose to have the instructor hide their scores from other learners.
Instead of grades the experience points, levels, and badges all combine to provide the instructor with ample methods of learner assessment.
The difference between Quest-based assessment and the gradebook is that the quest-based approach is additive, always moving toward the A, with the gradebook is subtractive, always leading to the F. Which do you think provides more incentive to learn?
The approach also allows you to monitor the class progress as you would in any LMS and, of course this can be done both for individuals and groups.
As you have seen in previous slides, the platform I use is the 3D GameLab. One of very few game-base learning management systems.
This is my geography 481 Course that I am trying to convert. While it is QM certified, I’m trying to make it more “fun” for the learner.
The course conversion begins by creating individual quests.
The Quest interface is easy to learn and allows you to create virtually any type of exercise you would normally create in your class.
Here is a student view of the quest, with directions. Keep in mind that not all quests are required, thus the learner has choice. This can be controlled if certain material is absolutely requisite for the learner to succeed.
Graphics help simplify the complexity of the course and visualize how it flows. Popplet is the tool I am currently using to help me diagram and flowchart the course.
This is the current mapping of the course but there is much left to do. This is quite preliminary but it does show the different levels available for course structure.
You can control the flow of the course by the reward structure you create and the leveling approach you design.
Here you can see I am working on the Ranks (levels) and how they are to be defined based on the text I am using.
I’m using a course quest mapping template in Xcel that makes the detailing relatively easy to do, although the complexity of the course is contributing to an increase in time for this activity. I think this is the most important step in the process.
So what do I expect will be the final result of this work? Well I am hoping it will be a much more engaging environment than the original course. I’m hoping to implement this in the Fall of 2015. Perhaps the results of that work will be ready to report next year. Thank you for your attention.