Gamification in D2L, Leslie Van Wolvelear, Oakton Community College
Presentation given on Dec 13, 2019 at DePaul University for the D2L Connection: Chicago Edition.
Organic Online Discussions: Advantages and Implementation TipsD2L Barry
Organic Online Discussions: Advantages and Implementation Tips (5pm–5:45pm ET)
Presenter: Beth René Roepnack, eCampus, University System of Georgia
D2L Connection: Worldwide Edition
Wednesday, January 8, 2020
Totally Online
Small Signposts: Small Practices that Make a Big Impact for Instructors and S...D2L Barry
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Presenter: Pam Whitehouse, Tennessee Board of Regents
D2L Connection: Worldwide Edition
Wednesday, January 8, 2020
Totally Online
Presentation given on Dec 13, 2019 at DePaul University for the D2L Connection: Chicago Edition.
Creator and presenter: Barry Dahl, Teaching & Learning Advocate, D2L
Nudging students towards effective study behaviours using Brightspace dataD2L Barry
2019 D2L Connection: Dublin Edition
4th annual European D2L Connection; a professional learning opportunity for educators, corporate training professionals, and D2L employees.
Wednesday-Thursday, October 9-10, 2019 at O’Reilly Hall, University College Dublin (UCD)
Track 1 (Course Design): Nudging students towards effective study behaviours using Brightspace data, Rhona Sharpe, Head of the Department of Technology Enhanced Learning, University of Surrey, Julia Brennan, Online Courses Production Lead, University of Surrey
Leveraging D2L to Create an Online Learning CommunityD2L Barry
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D2L Connection: Worldwide Edition
Wednesday, January 8, 2020
Totally Online
Creating Breath in Online Education Through Service Learning Projects, Refle...D2L Barry
10:30 AM - Creating Breath in Online Education Through Service Learning Projects, Reflection and Assessment - Barbara Zuck, EdD, Montana State University Northern (20 minutes)
D2L Connection: Worldwide Edition
Wednesday, January 8, 2020
Totally Online
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Totally Online
Small Signposts: Small Practices that Make a Big Impact for Instructors and S...D2L Barry
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Creator and presenter: Barry Dahl, Teaching & Learning Advocate, D2L
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2019 D2L Connection: Dublin Edition
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Wednesday, January 8, 2020
Totally Online
Creating Breath in Online Education Through Service Learning Projects, Refle...D2L Barry
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D2L Connection: Worldwide Edition
Wednesday, January 8, 2020
Totally Online
Going to Scale: Implementing Evidence-Based Personalized Learning for Math In...DreamBox Learning
Successful districts are closing learning gaps by identifying and scaling personalized math intervention programs. But what are the conditions and processes that districts should put in place to effectively develop and implement personalized intervention plans?
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Peer Evaluation as a Learning & Assessment Strategy: Enhancing Student Engage...BCcampus
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In order to transition schools and districts to blended and personalized learning, we must develop a talented pipeline of educators who understand these approaches and can support leaders with this shift. The Fuse RI Fellowship is currently training 60 educators to be Rhode Island’s next generation of blended and personalized learning coaches, consultants, and leaders.
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Empowering Teacher Agency: How Data-Driven PD Models are Improving K-5 Math A...DreamBox Learning
Just as teachers struggle to find time and resources that support differentiation and personalization for every student in math class, administrators struggle to provide differentiated professional learning options for teachers that are relevant to their classroom and easily accessible.
To improve elementary student achievement in math, district administrators must explore innovative approaches to professional development that improve teachers’ understanding of mathematics concepts. In this webinar, Dr. Tim Hudson, VP of Learning at DreamBox Learning shared how to:
Adopt a new model of online professional learning that empowers teachers to use real-time student data to access “just in time” professional learning resources that are specific to their students and classrooms.
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Beyond State Assessments: Start Building Lifelong Math LearnersDreamBox Learning
Maury County School District is changing the way teachers teach and learners learn with a new systematic approach to affect student success. In this webinar, Chris Marczak, superintendent of schools, shares how his district developed and implemented seven community-developed district-wide keys to effectively prepare students for college and career readiness. These improvements are building teacher capacity, increasing student achievement, and fostering a culture of adult and student collaboration. Topics of discussion include:
Creating, executing, and evaluating measureable goals and benchmarks to ensure TRUE college and career readiness
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Topics include:
• Assessment literacy and the use of particular tools to guide and monitor the use of the formative assessment techniques presented
• How ongoing, everyday use of the “Formative 5” intersects with summative assessment data and frame assessment decisions
• A leadership framework to guide successful implementation of the “Formative 5,” including coaching, navigating relationships, learning communities and adult learners
All school and district-based leaders, and K-12 educators are invited to watch this recorded webinar.
Peer Evaluation as a Learning & Assessment Strategy: Enhancing Student Engage...BCcampus
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The Next Generation of Differentiation: The Path to More Powerful Personaliza...DreamBox Learning
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In order to transition schools and districts to blended and personalized learning, we must develop a talented pipeline of educators who understand these approaches and can support leaders with this shift. The Fuse RI Fellowship is currently training 60 educators to be Rhode Island’s next generation of blended and personalized learning coaches, consultants, and leaders.
In this edWebinar, three leaders from the Fellowship present best practices for defining a district’s blended learning vision, identifying priority practices, and coaching early-adopter teachers. Maeve Murray, Julie Mayhew, and Rebecca Willner, share asynchronous resources that you can use to train your own coaches and collaboratively design your own rollout plans.
This recorded event is designed for K-12 educators, coaches, library media specialists, building leaders, and district administrators. Learn how to build blended learning teacher leaders in your district.
Empowering Teacher Agency: How Data-Driven PD Models are Improving K-5 Math A...DreamBox Learning
Just as teachers struggle to find time and resources that support differentiation and personalization for every student in math class, administrators struggle to provide differentiated professional learning options for teachers that are relevant to their classroom and easily accessible.
To improve elementary student achievement in math, district administrators must explore innovative approaches to professional development that improve teachers’ understanding of mathematics concepts. In this webinar, Dr. Tim Hudson, VP of Learning at DreamBox Learning shared how to:
Adopt a new model of online professional learning that empowers teachers to use real-time student data to access “just in time” professional learning resources that are specific to their students and classrooms.
Implement best practices for driving teacher agency in PD, such as empowering teachers to use data to choose PD topics that address the real challenges in their classrooms.
Ensure equitable learning outcomes for all students in mathematics by also ensuring equitable professional learning outcomes for all mathematics teachers.
Lessons learned video in the online classroom 04_10_14_finalAshford University
As more and more universities implement online courses, instructors continually try to find ways to improve student perceptions, engagement, and learning in the online format while limiting challenges. Instructors often turn to different types of media such as video streaming, pdf files, and YouTube videos to enhance the learning environment. Students indicate a likeness for the convenience of online learning, but clear methods have not been established to improve learning in the online format compared to the traditional face-to-face format. We will present the benefits of adding video, the challenges of using video in the online classroom, and future research that we are considering.
Beyond State Assessments: Start Building Lifelong Math LearnersDreamBox Learning
Maury County School District is changing the way teachers teach and learners learn with a new systematic approach to affect student success. In this webinar, Chris Marczak, superintendent of schools, shares how his district developed and implemented seven community-developed district-wide keys to effectively prepare students for college and career readiness. These improvements are building teacher capacity, increasing student achievement, and fostering a culture of adult and student collaboration. Topics of discussion include:
Creating, executing, and evaluating measureable goals and benchmarks to ensure TRUE college and career readiness
Scaling implementation of programs to assess student growth and close math learning gaps
Building teacher capacity through TRUE professional learning communities and collaborative internal support systems
Leading a district-wide mindset shift toward ensuring lifelong learning for both adults and students
All school and district-based leaders, and K-12 educators are invited to attend. Marczak will field questions from participants throughout this live, interactive webinar.
NC3ADL Session: Leveraging Digital Media to Personalize the Path to College Readiness (Presentation provided by Angie Smajstrla)
This session will share examples of how educators are leveraging adaptable, affordable online resources from the non-profit NROC project to support teaching and learning innovations. We will look especially at how Developmental Math - An Open Program is being used both in and out of the classroom to personalize learning experiences for students striving to accelerate the path to college readiness. NROC resources are available to all NC Community Colleges through a partnership with NCCCS.
Presenter(s): Angie Smajstrla (The NROC Project); Wanda Barker (NCCCS); Kathy Davis (NCCCS); Jonathon Sweetin (NCCCS)
YsUp Guide Manual (2021 Edition): The Original Guide for Classroom GamificationNajee Jeremiah
The 2021 Edition marks the 9th year of research and development with this instructional technology. YsUp Education was founded by Najee Jeremiah in 2012 after participating in a Life Coaching Program. He applied principles he learned from Life Coaching and applied it to a setting in a classroom.
Intelligent Adaptive Learning: A Powerful Element for 21st Century Learning &...DreamBox Learning
In this webinar, Dr. Tim Hudson shares insights about leveraging technology to improve student learning. At a time when schools are exploring “flipped” and “blended” learning models, it’s important to deeply understand how to design effective learning experiences, curriculum, and differentiation approaches. The quality of students’ digital learning experiences is just as important as the quality of their educational experiences inside the classroom. Having worked for over 10 years in public education as a teacher and administrator, Dr. Hudson has worked with students, parents, and teachers to improve learning outcomes for all students. As Curriculum Director at DreamBox Learning, he provides an overview of Intelligent Adaptive Learning, a next generation technology available to schools that uses sound pedagogy to tailor learning to each student’s unique needs. This webinar focuses on how administrators and teachers can make true differentiation a reality by focusing on learning goals and strategic use of technology.
Video conferencing platforms like Zoom, the video affordances of MS Teams and google handouts offer a way to connect with our students, however, their limits are the synchronous nature of the technology, the minimal shared experience and the lack of sense of place. The paradigm of adopting games and play as systems for representing and simulating real-life conditions, imparting knowledge and moral teachings, and generally nurturing social evolution, is an approach which has only recently started to be called ‘Game Based Learning (Clarke et al 2017).
A recent systematic literature review by Fotaris and Mastoras (2019) identifies the concerns about the time it takes to design and construct escape rooms. However, their analysis indicates that educational escape rooms offer an enjoyable experience that immerses students as active participants in their learning environment. Escape rooms offer learners the opportunity that promotes teamwork, creativity, decision-making, leadership, communication, and critical thinking. The JISC ‘Student digital experience insights survey’ (2020) summarised the experiences of over 20,000 HE students at a range of 28 HE institutions. One surprising finding was that only 20% of students gain any ‘real life’ simulation experiences as part of their degree, and these tend to be in engineering design and healthcare.
Creativity, games, and role plays are well known to learning developers as established educational and research methods, and communities of practice, such as @CreativeHE share and celebrate this body of work.
This presentation will offer participants:
The theoretical framing for introducing digital creative practices to their own contexts
A taster ‘Escape’ room session
Access to our templates and ‘step through’ resources
References:
JISC Student digital experience insights survey (2020) https://www.jisc.ac.uk/sites/default/files/student-dei-he-report-2020.pdf
Clarke, S., Peel, D.J., Arnab, S., Morini, L., Keegan, H. and Wood, O., 2017. escapED: a framework for creating educational escape rooms and Interactive Games For Higher/Further Education. International Journal of Serious Games, 4(3), pp.73-86.
Fotaris, P. and Mastoras, T., 2019, October. Escape rooms for learning: A systematic review. In Proceedings of the European Conference on Games Based Learning (pp. 235-243).
Veldkamp, A., van de Grint, L., Knippels, M.C. and van Joolingen, W., 2020. Escape education: A systematic review on escape rooms in education. https://www.preprints.org/manuscript/202003.0182/v1
Wiederhold, B.K., 2020. Connecting through technology during the coronavirus disease 2019 pandemic: Avoiding “Zoom Fatigue”.
Presenters:
Debbie Holley (Bournemouth University), Carina Buckley (Solent University) and Kate Coulson (University of Northampton)
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Classsourcing: Crowd-Based Validation of Question-Answer Learning Objects @ I...Jakub Šimko
A simple approach for assessing answer validity information from a student crowd in an online learning scenario context. Raises the questions about using of the student crowds for enhancing learning content and online student collaboration.
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Gamification Techniques to Engage Students
1. Gamification techniques to engage students
Leslie Van Wolvelear, Co-Chair and Professor of Accounting
Oakton Community College, Des Plaines, IL
lvanwolv@oakton.edu
2. Bill Copeland
American Poet
The trouble with not
having a goal is that you
can spend your life
running up and down the
field and never scoring.
3. Poll Question # 1
Do you currently use games in your courses?
a. Yes, in lecture courses
b. Yes, in online courses
c. Yes, in both lecture and online courses
d. No
4. Gamification
Move through levels
Earn achievements (positive reinforcement)
Play to avoid losing awards (negative
reinforcement)
Collaborative: work with others to achieve
goals
Synthesis: bring multiple skills together to
achieve awards
http://www.knewton.com/gamification-education/
5. Gamification
Gamification is a process whereby game
mechanics are integrated into traditionally
non-game tasks in order to make the
experience more fun, engaging, or
meaningful for the participants.
Rowan Tulloch and Michael Hitchens, “The Gamification of Higher Education Teaching Practices”
6. Does gamification help students learn?
It depends, says Johnson.
“You will always have your top performers, and you’ll
always have students who struggle, no matter how many
incentives you throw at them.
A well-designed gamification system has the most impact
on the middle 40-percent to 60-percent of students. It
motivates these students to do more.”
Steven L. Johnson, Assistant Professor of Management Information Systems
Temple University’s Fox School of Business in Philadelphia
7. Games in lecture courses
1. Jeopardy – for exam review
https://www.playfactile.com/
2. Bingo – for vocabulary review – give
definition and cards have vocabulary term
3. Financial statement line up (Accounting) –
students receive a card with account name
and need to physically line up in the proper
order
8. Escape Rooms
“We tend to forget that ‘play’ –
in the many different forms it
takes –is learning for humans
of all ages” (Judson, 2017)
Judson, G. (2017). Play Matters: Six Play-Full Practices for Higher Education. Retrieved from
http://www.creativitypost.com/arts/because_play_is_learning_for_adults_too_6_ways_to_play_in_higher_education
9. Escape Rooms
https://teacheveryday.com/escape-room-in-the-classroom/
purpose – some type of mystery to solve or goal to
reach
clues – a series of puzzles or questions to solve, one
puzzle at a time, eventually leading to the goal
something to unlock – a combination lock or
access code – The answers are provided by the
clues that students solve along the way
a time limit (optional, but helpful) – A time limit can
drive motivation and focus, or it can add too much
stress.
First team to complete earns extra credit and serve
as mentors for other teams
10. Poll Question # 2
Do you think games help students learn?
a. Yes
b. Maybe, but it depends on the student
c. No
d. Unsure
12. Why gamify your syllabus?
1. Motivate students to read the syllabus
=
13. Why gamify your syllabus?
2. Engage students to connect with the
course policies on Day 1
14. Why gamify your syllabus?
3. Engage students to connect with their
online classmates
15. Why gamify your syllabus?
4. Engage students to connect with the
available college resources
16. Why gamify your syllabus?
5. Connect course with General Education
Learning Outcomes of college
• Critical Thinking
• Communication
• Literacy
• Responsibility
https://www.oakton.edu/academics/assessment/gen_ed_learn_outcomes/index.php
17. Syllabus Scavenger Hunt
• Clear and concise instructions
• Use of images to get the students’ attention
• Links to LMS tools – Discussions, Quizzes,
Assignments, Surveys, Checklists, E-mail
• Points for completing assignments, but not
everything counts for points
• F2F - Completed in a computer lab on Day 1
18.
19. Easter Eggs
Students can earn extra credit points by finding the
hidden Easter Eggs (a common gaming technique)
Give students a sense of accomplishment and
motivates them to complete the entire activity
(Persistence)!
28. Poll Question # 3
How often do you receive course procedure
questions that are answered in the syllabus?
a. Never
b. Daily
a. Weekly
b. Before exams
29. Chapter Quests
Motivate students to continue learning
“Let’s go on a Quest to learn …”
After the chapter quiz due date, a chapter quest will
open for students to improve their knowledge and
mastery of the chapter content.
30. Chapter Quizzes
Students complete chapter quizzes. Each quiz has
the following properties:
• 20 questions randomly selected for each attempt
• Questions are pooled by objective
• 1 attempt per chapter quiz
• Time limit of 60 minutes per attempt
• Inaccessible after due date
• 10 points per chapter count towards final grade
31. Chapter Quests
Each quest has the following properties:
• 20 questions randomly selected for each attempt
• Questions are pooled by objective
• 2 attempts per chapter quest with the highest score
counting towards extra credit – 2 points per chapter
• Time limit of 60 minutes per attempt
• Feedback is provided for all questions with user
response – answers shown – text reference
• Inaccessible after exam due date
32.
33. Chapter Quests/Badges
1. The extra credit earned will increase quiz
points up to a maximum of 100% or 110
total points after dropping the lowest quiz
score.
2. They also earn an overall badge
designation
Give students a sense of accomplishment!
34. Extra Credit Points
11 chapters x 2 points each = 22 total extra credit
points available in 1,000 point course (2.2%)