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

Challenges for learners – group submission


In Chapter 3, Challenges for Learners (Self-Assessment and Choice) we set up a Moodle assignment to keep scores. We used the example of the "Cup of Fate" offline activity where learners had the chance to prove that they deserve to keep an achievement award. Although you record this in Moodle as an individual activity, you can quickly collate all of these points into a group score and then calculate an average across all members of the group. You can do this by the Group filter in the gradebook to see what the average score for each group is at the end of each week. In the "Velvet Throne" Classroom Gamification project, this was how the weekly winning house was decided.

Originally, the "Race to the Velvet Throne" plan was to add up points to declare an overall winning group, but it was observed that the high achievers were banded together, so they would easily win. The solution was to wipe the slate clean each week and give every group a chance to...