USING GAME ELEMENTS WITHIN ONLINE LEARNING ENVIRONMENTS
This workshop will introduce you to the elements of games in education. You will encounter the concept of gamification. In order to enrich the pedagogical process and to get ideas for the use of game elements in the educational process, you will be introduced to different ICT. For this purpose, you will learn about Kahoot, Edmodo, H5P, Socrative and plugins in the Moodle online classroom.
Tadeja Nemanič, Mateja Bevčič, Sara Drožđek, Sanja Jedrinović, Anja Luštek, Ana Žabkar Šalić, Jože Rugelj
24 November - 1 December 2021
Mateja Bevčič
This workshop is designed to explore how to use game elements within online learning environments. In addition to an introduction and a conclusion, it consists of 2 sections:
- Games in Education
It offers a brief overview of behavioural theories in education, their development and main concepts, and the ways in which the main concepts of these theories are integrated into games. Examples of the use of educational games in the pedagogical process and a collection of different resources are provided. A comparative analysis of the tools is also presented, and the tools will be presented in more detail in the following sections.
In the final part of the section, there is a compulsory H5P quiz and a recommended participation in the discussion.
- Gamification
You will learn about the concept of gamification and how gamification is related to education. You will learn about the different elements of games that can be used in the pedagogical process to motivate and activate students. Through the guides, you will learn about tools that allow you to integrate gamification. You will learn about the possibilities of using gamification within the Moodle online classroom, as well as Kahoot, Edmodo, H5P and Socrative.
In the final part of the chapter, you will complete a compulsory memory activity and submit an assignment in which you will design an updated learning activity focusing on the use of gamification elements in the pedagogical process and produce materials that incorporate gamification elements. It is also recommended to solve an eight-step exercise on gamification and participate in the discussion.
Objectives of the online workshop:
- to learn about behavioural theories in relation to games;
- to learn about gamification and the elements of games;
- evaluate different ICTs that include elements of gamification for use in the pedagogical process;
- creating interactive learning materials that incorporate elements of gamification.
Conditions for recognition of the online workshop:
- You are kindly invited to participate in the various activities (e.g. discussion) of the individual sessions during the announced workshop period, which are mostly recommended and not all of them mandatory.
- It is compulsory to take the quiz at the end of the first topic during the workshop period.
Participation in at least one of the discussions offered is compulsory during the announced workshop period. - Successful completion of the final section-by-chapter activities is compulsory within the time limit of the workshop.
- At the end of the workshop, it is mandatory to fill in a survey in order to obtain feedback from the participants as a basis for optimising future editions of the online workshop.
After successfully completing all activities, participants will receive a certificate in the online classroom and a few days after the course is completed, a certificate of completion of the pedagogical training by post (to the faculty).