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Gamification with Moodle [Pehme köide]

  • Formaat: Paperback / softback, 134 pages, kõrgus x laius: 93x75 mm
  • Ilmumisaeg: 20-Oct-2015
  • Kirjastus: Packt Publishing Limited
  • ISBN-10: 1782173072
  • ISBN-13: 9781782173076
  • Formaat: Paperback / softback, 134 pages, kõrgus x laius: 93x75 mm
  • Ilmumisaeg: 20-Oct-2015
  • Kirjastus: Packt Publishing Limited
  • ISBN-10: 1782173072
  • ISBN-13: 9781782173076

Use game elements in Moodle courses to build learner resilience and motivation

About This Book

  • Formulate a Moodle course that acts as a flexible framework ready for your own content
  • Keep learners engrossed and create opportunities for motivation through the concepts of status, access, and power
  • A resourceful guide to innovative learning using automatic reports, assessments, and conditional release of activities

Who This Book Is For

This book has been designed for teachers who to use technology to create more engaging learning experiences for both online learning and in face-to-face sessions. This book will especially appeal to people who are interested in the underlying mechanics of play and games and want to know more about applying these concepts in an educational context. It is assumed that you are a teacher and expert in your field, have basic computer skills, and have access to the Internet.

What You Will Learn

  • Set up a scoring system using Moodle Gradebook
  • Enable communication and collaboration in your class as a Learning Community using forums
  • Assess your learners' abilities by setting up challenges and quests
  • Configure gateways to check and ensure progress before new content or activities are released
  • Create Moodle assignments to provide effective feedback through a comment bank and custom scale
  • Issue Open Badges to recognize achievements and set up an online backpack to share digital badges
  • Reduce anxiety for learners by using the game-like concept of “Levelling Up”

In Detail

This book describes how teachers can use Gamification design within the Moodle Learning Management System. Game elements can be included in course design by using, badges, rubrics, custom grading scales, forums, and conditional activities. Moodle courses do not have to be solo-learning experiences that replicate Distance Education models.

The Gamification design process starts by profiling players and creating levels of achievement towards meeting learning outcomes. Each task is defined, valued, and sequenced. Motivation loops are devised to keep the momentum going. In a gaming studio, this approach would require a team of specialists with a large budget and time frames. Preparing for a class rarely has these optimal conditions. The approach used in this book is to introduce game elements into the course design gradually. First, apply gamification to just one lesson and then build up to gamifying a series of lessons over a term. Each example will indicate the difficulty level and time investment. Try it out to see what is most effective with your learners and choose wisely in your use of technology.

By the end of the book, you will be able to create gripping Moodle courses for effective and efficient learning.

Style and approach

An easy-to-follow guide full of screenshots and step-by-step instructions with estimated time frames required to accomplish numerous tasks. Tips are offered for new Moodlers and plugin extensions are suggested for advanced Moodlers. The focus of the book is on why you would want to use each activity rather than detailed technical descriptions.

Preface v
Chapter 1 Setting Up Gamification in a Moodle Course
1(16)
Moodle for motivation poster
2(4)
Standardized outcomes yet personalized delivery
5(1)
Objectives
6(2)
Understanding the Gamification design process
6(1)
Freeing up time to be creative
7(1)
Identifying learner progress and providing personalized learning paths
7(1)
Setting up a test environment
8(1)
Setting up scoring in your test course
9(8)
Adding gradebook categories
10(5)
Summary
15(2)
Chapter 2 Communication and Collaboration (Labels and Forums)
17(12)
Mount Orange demo Moodle site
17(2)
Profiles and avatars
19(1)
Messaging and forums
20(1)
Activity loops
21(3)
Forum moderation
24(1)
Custom scales
25(1)
Onboarding
25(2)
Moodle labels as tutorials
27(1)
Summary
28(1)
Chapter 3 Challenges for Learners (Self-Assessment and Choice)
29(10)
Moodle assignments
30(2)
The Cup of Fate Gamification activity
32(1)
Growth mindsets and personalized learning
33(1)
Creating teachable moments through suspense and hope
34(3)
Summary
37(2)
Chapter 4 Passing the Gateway (Conditional Activities)
39(18)
Minimalistic course layout design
39(3)
Revealing content
42(1)
Completion tracking
43(9)
Completion requirements
45(3)
Completion options
48(4)
Labels with restrictions used as adaptive messaging
52(1)
Moodle labels to create minimalistic design layouts
52(2)
Summary
54(3)
Chapter 5 Feedback on Progress (Marking Guides and Scales)
57(8)
Assessing progress
57(1)
Marking guides
58(4)
Delayed feedback feeds anxiety
60(2)
Leveling up with scales or letters
62(1)
Summary
63(2)
Chapter 6 Mastery Achieved (Badges and Motivation)
65(8)
Creating badges
65(5)
Badge criteria
66(2)
Acceptance of digital badges
68(1)
Peer-assessed badges
69(1)
Will badges motivate everybody?
69(1)
Summary
70(3)
Chapter 7 Leveling Up (Rubrics)
73(10)
Getting started with rubrics
73(7)
Adding a rubric to a Moodle assignment
75(1)
Experienced Moodlers only
76(1)
XP points and skills points
76(1)
Exponential scoring
77(1)
Drop the lowest x, minimum, or maximum
77(3)
Summary
80(3)
Chapter 8 Completing the Quest (Reporting Activities)
83(8)
Reporting on completion
83(6)
Celebrating success
84(2)
Identifying individual student progress
86(2)
Surveys, interactivity, and learner engagement
88(1)
Summary
89(2)
Chapter 9 Super-boost Gamification with Social Elements (Groups)
91(16)
Onboarding --- communication and collaboration with Moodle groups
92(5)
Group scores
97(2)
Challenges for learners --- group submission
99(2)
Groups that encourage participation
101(2)
Individual formal assessment
103(1)
Summary
104(2)
Recommended reading
106(1)
Books
106(1)
Index 107
Natalie Denmeade works as a freelance educational Gamification consultant and Moodle administrator. She is interested in researching emerging technologies and how Gamification can transform traditional education. Her poster, Moodle for Motivation Toolguide, has been distributed widely as a useful tool to promote diversity in assessment. She has also developed an award-winning Moodle course using the Gamification design process. In 2015, she received a finalist certificate in the LearnX Impact Awards for instructional designer as a recognition of the high standards of her work. Through social media, Natalie participates in the global communities of mobile learning, Moodle Learning Management Systems, Gamification designers, and technology innovation groups.