Tag Archives: gamification

Innovative methodologies to increase engagement in CSCL

Many researchers argue that students must be meaningfully engaged in the learning resources for effective learning to occur. However, current online learners still report a problematic lack of attractive and challenging learning resources that engage them in the learning process. This endemic problem is even more evident in online collaborative learning (CSCL) approaches whose resources lack of authentic interactivity, user empowerment, social identity and challenge, thus having a negative effect on learners’ self-motivation and engagement.

This talk will address some specific methodologies to overcome these and other limitations found in CSCL, based on both highly interactive systems and innovative learning strategies, such as learning analytics, gamification and emotional awareness. Further, the knowledge extracted from the collaborative interaction is used to assess participation behaviour, knowledge building and performance in order to provide effective feedback and evaluation of the collaborative process. Experiences gained from applying these methodologies to real contexts of CSCL will be shown and discussed.

santi caballe
santi caballe

Dr. Santi Caballe is an Associate Professor and Researcher as well as an Accredited Full Professor at the Open University of Catalonia (UOC), Barcelona, Spain. He is affiliated with the Faculty of Computer Science, Multimedia and Telecommunications of the UOC, where he teaches on-line courses in the area of Software Engineering and conducts research activity on e-Learning, Distributed Computing and Software Engineering.

The Learning Technologies and Spaces Roadmap, 2017-2020

In late 2015 Professor Sherman Young launched the Learning and Teaching Strategic Framework, Learning for the Future. Point 1.3.1 of Learning for the Future calls for the creation of a “roadmap for the development of spaces and technologies”.

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Serious Games in Business – work integrated learning

serious games 1 serious games 2Serious Games in Business — designing blended spaces to maximise student learning through work integrated learning and PACE

Work Integrated Learning (WIL) is a term used to describe an activity or program that integrates academic learning with its application in the workplace. The practice may be real, simulated or a combination of both, and can occur in the workplace, on campus at university, online or face-to-face.

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Scissors, Paper, Rocks: Gamification in Earth Sciences

 Just this week, Minecraft was purchased by Microsoft for $2.5 billion, a fitting symbol of the games industry’s massive reach and appeal. It’s fair to say that gaming has long since left the basement and entered into the mainstream.

From the mainstream then to more literal streams, Dr Kira Westaway and Dr Paul Hesse have developed a project that taps into the broad appeal of gaming, in an effort to enhance the teaching of some traditionally difficult concepts in earth sciences. Two games, ‘Flow Your Boat’ and ‘Create Your Own Ice Age’, use a simple, variables-based system to demonstrate complex scientific principles in action.

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