Book Image

Gamification with Moodle

By : Natalie Denmeade
Book Image

Gamification with Moodle

By: Natalie Denmeade

Overview of this book

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 this book, you will be able to create Moodle courses that incorporate choice, communication, challenge, and creativity.
Table of Contents (18 chapters)
Gamification with Moodle
Credits
Foreword
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
6
Mastery Achieved (Badges and Motivation)
8
Completing the Quest (Reporting Activities)
Index

Summary


This chapter has introduced you to the use of badges as symbols of achievement to motivate and provide feedback to learners. Leading institutions are finding that Open Badges can be a highly effective way to increase motivation. Kaplan University shared results of their study.

The "badging" aspect of gamification, using visual representations to stand for an achievement or accomplishment, yielded increased student engagement of up to 17 percent in time actively engaged over non-badged counterparts, according to program findings. Also, when harder tasks were added to the courses, 60 percent of students elected to complete the more difficult assignment to earn the related badge. Grades increased as well in gamified courses, with up to a 9 percent increase in student marks. Increases were also seen across the board in class attendance and discussion board...