e-Learning Ecologies MOOC’s Updates

ASSIGNMENT 2 – INTRODUCING AN ACTIVE LEARNING CONCEPT

The active learning concept I wish to introduce is gamification. The aim of gamification is to engage students in the active learning process through their participation in game-like educational activities. It is recognised as a methodology to facilitate and improve student learning in any phase or level of education (Domínguez-Díaz, 2018).

A significant challenge currently experienced in educational settings, is the lack of motivation and interest of students to learn. They seem more interested in playing on their mobile devices than to engage in assignments and other traditional learning activities (Zichermann & Cunningham, 2011). Research suggests the use of game-like elements in non-recreational settings has the potential to make the learning processes more enjoyable, while ensuring that students are more receptive to the information received. In addition, it has the potential to improve behaviour and motivation (Escalante et al., 2022). However, the ability to render a positive outcome is closely related to design, sample and context (Garcia-Iruela et al., 2021).

Despite the initial evidence derived from case-studies on the potential positive effects of gamification, there is a scarcity of guiding literature on the design and combination of different gamification functions in different educational contexts to actually improve learning and performance (Poongodi et al., 2022). Gamification could play an important role in the development of the active knowledge making skills needed within the context of the new “knowledge society” or “knowledge econcomy”.

 

 

REFERENCES:

Domínguez-Díaz, A. 2018. Contributions on the use of gamification and social networks in university education: Effects on academic performance. https://bit.ly/3EEHwgw

Escalante, K.M.A., Baca, L.S.R., Cedeno, C.E.G., & Diaz, M.A.A. (2022). Gamification as a methodological strategy in university students. Journal of Pharmaceutical Negative Results, 13(2). https://doi.org/47750/pnr.2022.13.S02.66

Garcia-Iruela, M.; Hijón-Neira, R.; Connolly, C. (2021). Analysis of Three Methodological Approaches in the Use of Gamification in Vocational Training. Information,12, 300. https://doi.org/10.3390/info12080300

Poongodi, M., Hamdi, M., & Wang, H. (2022). Image and audio caps: automated captioning of background sounds and images using deep learning. Multimedia Systems, 1-9.

Zichermann, G.; Cunningham, C. (2011). Gamification by Design; O’Reilly Media: Sebastopol, CA, USA, 1.

 

Extra resources:

Ultimate Design Guide to eLearning Gamification in 2020

https://raccoongang.com/blog/designing-efficient-elearning-gamification/

Gamification in Education and its Examples:

https://raccoongang.com/blog/gamification-education-and-its-examples/

Gamification Strategies for eLearning

https://raccoongang.com/blog/gamification-strategies-elearning/

 

Links to vidoes:

TEDx talks

http://bit.ly/3ZHRCHx

https://www.learnlight.com/en/articles/5-benefits-of-gamification-in-learning/

  • Ahmad Asiri