A gamified learning environment: using the principles underlying games to engender success in the learning experience
This paper examines the principles of learning identified by James Paul Gee that can be found in video games, and considers how they might be applied to learning a second language. The project was developed with the belief that providing an experience that encourages students to take an active role in their learning would help to create meaningful connections with the material. A storyline was added to the project design to increase interest and involvement with the learning outcomes. The project was created collaboratively, and serves as a reference to other educators who might be interested in understanding and using gamification as a tool for improving engagement and success in their own classrooms. Together, the developers worked to weave the elements of story with the learning outcomes to create an interactive online experience. The use of game elements such as achievements, characters, and the gradual release of assignments, provides students with an experience that both feels authentic and allows the learner to have some choice in how to engage in the learning experience. 3d GameLab was used to create the main framework because game elements are pre-built into its design and worked well with the project goals. After the project was completed, a group of colleagues with various educational and technological backgrounds interacted with and reviewed the project. Overall, the reviewers agreed that the project was engaging, but that students would need to actively involve themselves to be successful. However, without more comprehensive testing, the overall success rate of students using this project is undetermined.
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Mudge, Luke (Electronic version published by Vancouver Island University, 2015)The goal of this project is to outline a framework, and create models, that can be used by teachers to guide learners through the process of designing their own learning. This work presents a theoretical framework and ...
Blended learning: expansion of the learning environment from the classroom to technology mediated spaces can have a positive influence on reluctant writers in K-12 Christensen, Jane (Electronic version published by Vancouver Island University, 2014)This blended learning project is focused on the effects of the use of online environments to elicit motivation of reluctant writers in the elementary years. The use of blended learning to facilitate engagement in reluctant ...
Professional learning community focused on assessment for learning: teachers’ reported levels of adoption and changes in attitude MacDowell, Venessa M. (Electronic version published by Vancouver Island University, 2010-05)The empirical evidence on changing educators’ assessment practices shows what pedagogical changes effectively increase student achievement, but the question remains about how to support educators in making the necessary ...