Full Session Summary

D&D - Gamification

Tue, Oct 18, 10:30 to 11:30am, Conf Ctr, Ballroom G

Full Session: Concurrent Session

Short Description

Abstract 1: The fundamental hypothesis underlying this research is that practical application of social gamification in online settings is likely to enhance students’ motivation and engagement in learning science; as a result, learning performances will be improved. A pre- and post-test indicated that following the use of gamified eLearning application, students’ test scores were significantly improved. The results can encourage more educational organizations to implement gamification and eLearning in their outreach programs to promote science education.

Abstract 2: The Can You Create a Game Challenge, developed by the author, is a structured task design template for teachers to intentionally plan for and assess standards-based learning targets within student created digital games. The challenge combines game constraints, player goals, narrative structures and a student plan We will share the game task and rubric development using a theory-based design framework.

Abstract 3: This concept proposal reviews existing literature to draw out design principles for making and tinkering (M&T). Previous studies broadly suggest the following principles: 1) redefine learning, 2) design activity to a bigger scale, 3) provide multiple social support, 4) provide materials in accessible ways, 5) attend to the aesthetics, 6) promote open-mindedness, diversity, and interest.

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