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首页> 外文期刊>International Journal of Educational Technology >Gamification strategies in a hybrid exemplary college course
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Gamification strategies in a hybrid exemplary college course

机译:混合型示范性大学课程中的游戏化策略

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Using technology in teaching and learning finds a wide adoption in recent years. 63.3% of chief academic leaders surveyed by the Babson Survey Research Group confirm that online education is critical to their long-term strategy. Modern engagement pedagogies, such as digital gamification, hold a promise of shaping student experience. While course builders and instructors investigate new technologies and teaching methods questions arise about the instructional quality of academic courses with online content or with gamification elements. In addition, students are not the digital natives many hoped them to be. 83% of millennials report sleeping with their smartphones, but 58% have poor skills in solving problems with technology. This paper reports on a gamefully designed course, delivered in a hybrid modality, which was selected through a peer review process as an exemplary course in consideration of instructional design. The course was evaluated according to the Blackboard Exemplary Course Program rubric. Gamification was introduced in three phases: player onboarding phase, player scaffolding phase, and player endgame. Various technologies involved in the course included: MyGame gamification mobile app, Blackboard Learn, Cengage Skills Assessment Manager, Kahoot, Amazon Alexa, Google Traveler, Twitter, and others. The course focused on gamification according to the short and long game theory to engage students during lectures (short game) and throughout the semester (long game).
机译:近年来,在教学中使用技术已得到广泛采用。巴布森调查研究小组调查的63.3%的首席学术领导者确认,在线教育对其长期战略至关重要。现代参与教学法,例如数字游戏化,有望改变学生的学习体验。在课程建设者和讲师调查新技术和教学方法的过程中,对于具有在线内容或游戏化元素的学术课程的教学质量提出了疑问。此外,学生并不是许多人希望的数字原住民。 83%的千禧一代报告说他们正在使用智能手机睡觉,但是58%的人解决技术问题的技能很差。本文报告了一种以混合方式提供的精心设计的课程,该课程是通过同行评审过程选择的,是考虑教学设计的示例性课程。该课程是根据Blackboard示例性课程计划的原则进行评估的。游戏化分为三个阶段:玩家入职阶段,玩家脚手架阶段和玩家结束游戏。该课程涉及的各种技术包括:MyGame游戏化移动应用程序,Blackboard Learn,参与技能评估经理,Kahoot,Amazon Alexa,Google Traveler,Twitter等。该课程根据短期和长期博弈论着重于游戏化,以在讲座(短期博弈)和整个学期(长期博弈)中吸引学生。

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