Gamification of a Course Teaching and Learning Symposium 1 April 12, 2018
Gamification of a Course
- Dr. Stephanie Powers and Nandini Sharma
Gamification of a Course Dr. Stephanie Powers and Nandini Sharma - - PDF document
Gamification of a Course April 12, 2018 Gamification of a Course Dr. Stephanie Powers and Nandini Sharma Gamification What is a gamified course? Teaching and Learning Symposium 1 Gamification of a Course April 12, 2018 What is a gamified
Bloom's Taxonomy, Revised
Source: Flipping the Classroom, Vanderbuilt University Center for Teaching
strategic planning project management location planning process design productivity forecasting capacity planning facility layout quality management supply chain JIT manufacturing inventory management Goals of an economy Measuring GDP Inflation Economic Growth Unemployment Aggregate Demand and Supply Money Monetary Policy Fiscal Policy Exchange Rates Trade
Before Class:
In Class:
[asynchronous online] [facetoface]
[asynchronous online] [facetoface] Personalized video featuring the instructor, Associate Dean, and Dean
"Make the narrative
I wish to learn about industries." "Would be nice to apply it to an actual business scenario, however the zombie idea was great."
"Gave me a goal to reach for"
"Having exams and/or papers can be stressful"
Slightly higher grades on short answer and multiple choice Substantially more in depth analysis and recommendations
"Stephanie did an amazing job setting up this course for us, it probably took her a lot of time to put it together but it was very beneficial for everyone. I learned so much more through this structure than I have in other online classes."
7 Things You Should Know About…Flipped Classrooms, Educause Learning Initiative, February 2012, accessed on February 18, 2017, https://net.educause.edu/ir/library/pdf/eli7081.pdf. Harry Bahrick et al, Maintenance of Foreign Language Vocabulary and the Spacing Effect, Psychology Science, 4(5), September 1993. Jonathan Bergmann and Aaron Sams, Flip Your Classroom: Reach Every Student in Every Class Every Day, International Society for Technology in Education, 2012. Cynthia Brame, Flipping the Classroom, Vanderbilt University Center for Teaching, accessed on February 18, 2017, https://cft.vanderbilt.edu/guides‐sub‐pages/flipping‐the‐classroom/. Jane McGonigal, Gaming Can Make a Better World, Ted Talk (2012), accessed on May 20, 2017, https:// www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world/transcript? language=en#t‐637874. Katie Salen Tekinbas et al, Quest to Learn: Developing the School for Digital Kids, MIT Press, 2010.