e-Learning Ecologies MOOC’s Updates

active learning

Active learning is an approach to instruction that involves actively engaging students with the course material through discussion, problem solving, case studies, role-plays and other methods. Active learning approaches place a greater degree of responsibility on the learner than passive approaches such as lectures, but instructor guidance is still crucial in the active learning classroom.

Gamefiction

Gamefiction is the process of adding games or game-like elements to something (such as a task) so as to encourage participation.

In education is about increasing student engagement and learning by including game-like elements in learning. Gamification in STEM often uses digital technology.

There is evidence that this initiative type has mixed impacts on student STEM engagement or achievement.

There is mixed evidence for the impact of gamification on student outcomes. Many experimental studies have found positive impacts on engagement and learning, but others have found mixed or negative results. Most of the published intervention studies focus on university students, and many focus on computer science education. It is possible that school-aged students have different responses to gamification.

· Implications for practice or policy:

Gamification using a reward-based system promoted active class participation and improved student performance after the transition from face-to-face to virtual instruction required as a result of the global pandemic.

Systemic recognition in a reward-based system improved the participants' emotional states, reducing their anxiety and the feeling of isolation caused by the pandemic, and leading to student engagement with .

Gamification works as an accompaniment for students to help the increasement of teacher-student and student-student interactions.

sources:

https://www.queensu.ca/teachingandlearning/modules/active/04_what_is_active_learning.html

https://www.education.gov.au/australian-curriculum/national-stem-education-resources-toolkit/i-want-know-about-stem-education/different-kinds-stem-education-initiatives/gamification

https://ajet.org.au/index.php/AJET/article/view/7157

  • Ahmad Alamri