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Developing Gamification within Moodle Function and Instruction

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Presentation on theme: "Developing Gamification within Moodle Function and Instruction"— Presentation transcript:

1 Developing Gamification within Moodle Function and Instruction
Presented by: Steve Bader Learn more at: Distance Education and Learning Technology Applications (DELTA)

2 Gamification Exploration with Moodle
Why Gamification? What is Gamification? Moodle and Gamification The Gamification Plugin Our First Case Studies

3 Reasons for Gamification
PRT 266: Introduction to Sport Management The primary objectives of the course are to expose students to the range of careers in Sport Management and to help them develop a career plan. Students only focus on glamorous careers and lose interest in other career options. Career plans weren’t diverse and students did not explore career options enough. 400 students enrolled per year. Goal: Increase engagement and exploration in content and activities.

4 Define Gamification Gamification is the use of game mechanics and game design techniques in non-game contexts. Gamification uses the natural desire for competition, achievement, status, altruism and/or collaboration (depending on the personality type). Non-game contexts, means no actual game play. The rewards are given via the contexts involved. Source:

5 Gamification Components
Objectives: A behavioral mechanic type, requiring the user to take action for the reward. Quests Discovery Goals Progression: Move the user through the content. Leveling Progress Bar Stages Feedback: Informing the user of their status. Achievements Leaderboard

6 Player Types Know how to target different player types using gamification components. Killers: Driven by player vs player competition. How do I compare to others? Explorers: Pride themselves in exploring all facets of a game or the context surrounding it. Achievers: Look to achieve all objectives available in a game. Desires to beat the game itself. Socializer: Prefer to socialize, play cooperatively, and share game experiences with others.

7 Gamification in Moodle
Existing Components Restrict Access Activity Completion Badges Leveling Stages Discovery Achievements

8 Gamification in Moodle
Needed Components Creating Objectives & Rewards More variety in objectives Visual Progress Images, progress bars, status Points & Leaderboards Just-in-time feedback Achievements Course level awards Some suggest showing the grade book or quiz results as ‘points’ – you need to be real careful of doing such things because of FERPA regulations.

9 The Gamification Plugin
The Block Manage Menu Point Sets Achievements Objectives & Rewards Leaderboards Configurable Can link to larger list Can show multiple Achievements Configurable Can show unachieved Multiple instances can be added to the course. Can show one or more configurable leaderboards. Can show achieved and/or unachieved achievements.

10 The Gamification Plugin
Objectives Rewards Activity Completion Moodle Event Points Goal Meta Completion Achievement Backpack File Points Filter

11 The Gamification Plugin
Objectives: A closer look Moodle Event Objective Uses Moodle’s Event API to listen for events. Has the option to be a repeated objective Assignment, Book, Chat, Choice, Database, Forum, Lesson, Page, Quiz, Wiki, Workshop

12 The Gamification Plugin
Rewards: A closer look Filter Rewards Uses Moodle’s Filter API to alter content in the course. Filters can ‘stack’ or ‘replace’ previously awarded filters. HS200: Home Gardening Course Example

13 Let’s put it together…

14

15 PRT 266: Intro to Sport Management
Sports Career Exploration 10 Major Career Paths: Allowing the student to choose a path(s) and begin a mock career. 14 Job Skills: Course activities reward job skill points used to track career development. 139 Job Opportunities: 58 entry level, 35 mid level, and 46 dream jobs (targeted by the student) 58 entry level 35 mid level 46 dream level 75 Course Activities: Spread throughout the career to help build job skills and deliver course material to students 36 Achievements: Ranging in difficulty

16 PRT 266: Intro to Sports Management
The Results Fall Spring 2015 Higher average grade 3 point jump in grades, with a smaller S.D. Mean: S.D Content explanation The instructor explained material well. Mean: S.D Effective instructor Overall, the instructor was an effective teacher. Mean: S.D Excellent course Overall, this course was excellent. Mean: S.D

17 HS 495: Plant Identification
Another Example 14 Students Online / Distance Education Course All Students Passed 309 Gamification Objectives 81 Objectives attached to optional activities 73% of objectives completed 46% of attached to optional activities 49 Available Achievements Ranging in difficulty 54% achieved Intrepid Traveler Eat Your Greens Trees Guru

18 ELI Presentation An interactive, gamified presentation
Presentation was delivered from a gamified Moodle course Audience was encouraged to follow along with activities 52 members participated in course 62 were in the audience. 70 more have registered since the presentation 4 members reached maximum points 2 were in the online audience Over 100 forum posts where created Several were used in the Q&A at the end of the presentation

19 What’s Next? More trials, module changes MB 411: Immunology
Creating a card study tool collection using the gamification module filter reward. Sharing with Moodle Community Working with Campus Office of Information Technology for permission.

20 Questions? Contact Me Thank You! Be gentle… I won’t mind
About the definition of Gamification? The concept is still kind of evolving... @smbader About the module? Also still evolving but stable! About some of the pilot courses? Learning more every semester… Thank You! Distance Education and Learning Technology Applications (DELTA)


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