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Gamification with Moodle

January 13, 2020

360.00 €

January 13, 2020

360.00 €

Gamification with Moodle

The term Gamification refers to the use of game elements and game design techniques in non-game contexts to increase user engagement. In this course we analyze how you can gamify Moodle in order to increase learners’ engagement.

Moodle is a very flexible platform and we have fully customized it to highlight the Gamification elements provided by Moodle.

 

We have installed almost all of the Moodle – plugins associated with Gamification and we have searched to find and “upload” relevant resources and activities.

 

The aim of the course is to enable the learners to enrich their teaching process and thus make it more engaging and fun.

 

The Gamification in Moodle training program meets the different needs of each learner:

  • Provides educational material in various forms (text, video, links, scorms) and gives the learner the ability to freely “move” across the material depending on the degree he already knows the educational subject
  • Provides self-assessment tools that enable each participant to evaluate his / her learning and the degree of acquisition of knowledge and skills.
  • Provides a solid assessment system

During the Gamification in Moodle program, the educators facilitate learners to design gamified modules in their subject area of interest, and guide them to implement them.

Gamification is a Moodle layout where you apply interactivity, engagement and immersion that results in successful learning.

The term Gamification refers to the use of game elements and game design techniques in non-game contexts to increase user engagement. In this course we analyze how you can gamify Moodle in order to increase learners’ engagement.

Moodle is a very flexible platform and we have fully customized it to highlight the Gamification elements provided by Moodle.

 

We have installed almost all of the Moodle – plugins associated with Gamification and we have searched to find and “upload” relevant resources and activities.

 

The aim of the course is to enable the learners to enrich their teaching process and thus make it more engaging and fun.

 

The Gamification in Moodle training program meets the different needs of each learner:

  • Provides educational material in various forms (text, video, links, scorms) and gives the learner the ability to freely “move” across the material depending on the degree he already knows the educational subject
  • Provides self-assessment tools that enable each participant to evaluate his / her learning and the degree of acquisition of knowledge and skills.
  • Provides a solid assessment system

During the Gamification in Moodle program, the educators facilitate learners to design gamified modules in their subject area of interest, and guide them to implement them.

Gamification is a Moodle layout where you apply interactivity, engagement and immersion that results in successful learning.

Aims of Gamification in Moodle

The ” Gamification in Moodle ” course has as its primary purpose to give to every participant the opportunity to learn and familiarize with Moodle tools that are appropriate for Gamification. The second and most important purpose is to give participants the opportunity to produce their own gamified-educational content by applying the knowledge they have gained.

Aims of Gamification in Moodle

The ” Gamification in Moodle ” course has as its primary purpose to give to every participant the opportunity to learn and familiarize with Moodle tools that are appropriate for Gamification. The second and most important purpose is to give participants the opportunity to produce their own gamified-educational content by applying the knowledge they have gained.

Target Audience

The course is aimed to corporate trainers who want to apply Gamification in their Moodle courses, to Moodle course creators who want to include Gamification in their design and to primary school teachers, secondary or tertiary school teachers and trainers in non-formal training.

Target Audience

The course is aimed to corporate trainers who want to apply Gamification in their Moodle courses, to Moodle course creators who want to include Gamification in their design and to primary school teachers, secondary or tertiary school teachers and trainers in non-formal training.

Structure of the course

The program consists of 6 parts
  • First
  • Second
  • Third
  • Fourth
  • Fifth
  • Sixth

The first part – Introduction to Gamification, is designed to familiarize learners with the Gamification concept and show how this can be used to enhance the teaching procedure.

 The second part – Introduction to Moodle, is designed to familiarize learners with Moodle tools and enable them to use them correctly.

The third part – Moodle core elements for Gamification, aims to show how the Moodle tools can be used as game elements. It also explains how the application of Game Dynamics and Mechanics can be used to enhance the learning experience and the engagement of our learners. Moreover, it matches the Moodle Core Tools with the Game Components.

The fourth part - Moodle 3rd parties elements for Gamification, is designed to show how the topics we learned in the third part can be implemented with third parties and commercial plugins.

The fifth part – Content Gamification in Moodle, is designed to show how additional external tools can replace some of the Moodle core resources and activities or/and how they can enhance the interactivity and provide us with more Gamification options.

The sixth part – Designing an gamified Moodle course, is aimed to show how to design gamified teaching activities. In this part learners will also produce their own content.

  • Provides all the required information using Moodle sources and activities as well as other appropriate examples and content
  • Provides a detailed terminology glossary. The glossary entries are included as learning resources in the main body of the course
  • Provides forums for communication, exchange of views, solving problems, troubleshooting and collaboration
  • Provides surveys that record and publicize learners' opinions on the value or usability of the tools listed
  • Provides self-assessment tools that enable each participant to evaluate his / her learning and the degree of acquisition of knowledge and skills
  • Provides completed facilitation to enable learners to produce their own content

Content of course

  • What is Gamification (Definition - Added value of Gamification (Why) – History – Examples)
  • Gamification not Gaming (Gamification in context (structural gamification)- Takeaways for gamification from Games and Play)
  • Gamification (game) thinking (Design rules – Emotions – Fun )
  • Gamification elements (The pyramid of elements (Dynamics, Mechanics, Components) – The PBL (Points, Badges, leaderboards) triad and its limitations
  • Motivation & Psychology (Behaviorism - Cognitivism - Self Determination Theory - Bartle model of player types)
  • Assessment – Feedback
  • After Course activities
  • Starting with the Moodle course page (Dashboard- Edit icons- Atto – Activity chooser)
  • Starting with the Moodle course administration ( Layout – Backup- Restore)
  • Moodle Resources (Label – Page – Book - URL – File – Folder)
  • Moodle Communication modules (Forum- Chat- Choice- Messages- Notifications)
  • Moodle Assessment tools (Quiz- Lesson- Assignment- Workshop)
  • Moodle Collaboration Activities (Glossary- Database- Wiki)
  • Learning paths ( Completion tracking- Restrict access)
  • Users ( Groups- Reports and Gradebook options - Locally Assign roles)
  • Blocks
  • Moodle Release 3.6
  • Assessment – Feedback
  • After Course activities
  • How can we implement the game Dynamics (Constraints - Progression - Relationships etc.) using Moodle tools (Restrict Access – Completion tracking – Communication and Collaborative tools etc.)
  • How can we implement the game Mechanics (Cooperation and Competition - Feedback - Rewards etc.) using Moodle tools
  • How can we implement the game Components Avatars - Badges - Content Unlocking - Leaderboards - Points - Teams etc.) using Moodle tools (Avatars - Badges – Stealth activities – Activity results block – Grades - Groups etc. )
  • Assessment – Feedback
  • After Course activities
  • How can we implement the game Dynamics, Mechanics and Components using 3rd parties plugins (Progress bar – Group Choice – Checklist - Social Graph etc.) and commercial plugins (Virtual goods)
  • Games
  • Hot Potatoes
  • H5P
  • SCORMS
  • Level up
  • Stash
  • Treasure Hunt
  • Mootivated
  • Assessment – Feedback
  • After Course activities
  • In this part learners will produce their own content

Structure of the course

The program consists of 6 parts
  • First
  • Second
  • Third
  • Fourth
  • Fifth
  • Sixth

The first part – Introduction to Gamification, is designed to familiarize learners with the Gamification concept and show how this can be used to enhance the teaching procedure.

 The second part – Introduction to Moodle, is designed to familiarize learners with Moodle tools and enable them to use them correctly.

The third part – Moodle core elements for Gamification, aims to show how the Moodle tools can be used as game elements. It also explains how the application of Game Dynamics and Mechanics can be used to enhance the learning experience and the engagement of our learners. Moreover, it matches the Moodle Core Tools with the Game Components.

The fourth part - Moodle 3rd parties elements for Gamification, is designed to show how the topics we learned in the third part can be implemented with third parties and commercial plugins.

The fifth part – Content Gamification in Moodle, is designed to show how additional external tools can replace some of the Moodle core resources and activities or/and how they can enhance the interactivity and provide us with more Gamification options.

The sixth part – Designing an gamified Moodle course, is aimed to show how to design gamified teaching activities. In this part learners will also produce their own content.

  • Provides all the required information using Moodle sources and activities as well as other appropriate examples and content
  • Provides a detailed terminology glossary. The glossary entries are included as learning resources in the main body of the course
  • Provides forums for communication, exchange of views, solving problems, troubleshooting and collaboration
  • Provides surveys that record and publicize learners' opinions on the value or usability of the tools listed
  • Provides self-assessment tools that enable each participant to evaluate his / her learning and the degree of acquisition of knowledge and skills
  • Provides completed facilitation to enable learners to produce their own content

Content of course

  • What is Gamification (Definition - Added value of Gamification (Why) – History – Examples)
  • Gamification not Gaming (Gamification in context (structural gamification)- Takeaways for gamification from Games and Play)
  • Gamification (game) thinking (Design rules – Emotions – Fun )
  • Gamification elements (The pyramid of elements (Dynamics, Mechanics, Components) – The PBL (Points, Badges, leaderboards) triad and its limitations
  • Motivation & Psychology (Behaviorism - Cognitivism - Self Determination Theory - Bartle model of player types)
  • Assessment – Feedback
  • After Course activities
  • Starting with the Moodle course page (Dashboard- Edit icons- Atto – Activity chooser)
  • Starting with the Moodle course administration ( Layout – Backup- Restore)
  • Moodle Resources (Label – Page – Book - URL – File – Folder)
  • Moodle Communication modules (Forum- Chat- Choice- Messages- Notifications)
  • Moodle Assessment tools (Quiz- Lesson- Assignment- Workshop)
  • Moodle Collaboration Activities (Glossary- Database- Wiki)
  • Learning paths ( Completion tracking- Restrict access)
  • Users ( Groups- Reports and Gradebook options - Locally Assign roles)
  • Blocks
  • Moodle Release 3.6
  • Assessment – Feedback
  • After Course activities
  • How can we implement the game Dynamics (Constraints - Progression - Relationships etc.) using Moodle tools (Restrict Access – Completion tracking – Communication and Collaborative tools etc.)
  • How can we implement the game Mechanics (Cooperation and Competition - Feedback - Rewards etc.) using Moodle tools
  • How can we implement the game Components Avatars - Badges - Content Unlocking - Leaderboards - Points - Teams etc.) using Moodle tools (Avatars - Badges – Stealth activities – Activity results block – Grades - Groups etc. )
  • Assessment – Feedback
  • After Course activities
  • How can we implement the game Dynamics, Mechanics and Components using 3rd parties plugins (Progress bar – Group Choice – Checklist - Social Graph etc.) and commercial plugins (Virtual goods)
  • Games
  • Hot Potatoes
  • H5P
  • SCORMS
  • Level up
  • Stash
  • Treasure Hunt
  • Mootivated
  • Assessment – Feedback
  • After Course activities
  • In this part learners will produce their own content
Timetable100%

Estimated hours per week: 4 to 6 hours

  • The course is structured in such a way that no particular knowledge is required from the participants
  • Learners have the ability to chose how they will study each subject, spending less time and go quickly through materials that are already familiar with and concentrate on subjects at which their initial knowledge and experience is lower
Timetable100%

Estimated hours per week: 4 to 6 hours

  • The course is structured in such a way that no particular knowledge is required from the participants​
  • Learners have the ability to chose how they will study each subject, spending less time and go quickly through materials that are already familiar with and concentrate on subjects at which their initial knowledge and experience is lower​

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