‘Gamification’ – the process of using elements of interactive game design in other applications – has become popular in education. This is for good reason. There are traits in the gamer personality that can be profitably developed in learners (traits such as perseverance and focus). Here are 5 elements of a gamified approach and how to use them in education:
1. The gamer personality
Video gamers show great drive to improve their skills and ‘master’ games. Mastering learning materials becomes attractive when elements that drive gamers to persevere are used in educational materials.
One element of a gamified approach that helps to recreate this positive element of the gamer personality is ‘unlockable’ content. Learners only gain access to materials in educational apps once they have fulfilled certain requirements and reached a certain level. This fosters the will to continue and succeed. Continue reading
Feedback in education is two-way: Learners, through feedback, can revise and improve, but teachers benefit equally from getting feedback on learners’ progress. Learning analytics in educational technology makes it easy to identify and flag issues and provide learners with responsive, adaptive learning opportunities.
What is learning analytics?
Learning analytics refers to the use of data science to capture information about how learners use educational technology. Using learning analytics means collecting data to understand student performance so that educators can make informed, data-driven decisions. Continue reading
Educational app development and publishing has grown in recent years. Gamified learning (using element of interactive game design in education) has increased. Because of this, educators have ways to gather learner data passively. Educational technology platforms help educators gain insights into individual learners’ strengths and problem areas. Here’s how to build on the valuable information learning analytics yield:
Gather insight into how to make educational content more engaging Continue reading
Earlier this year I met with Svenia Busonia who was involved in a global research project looking at edtech clusters and the adoptions of various initiatives in diverse regions. Together with her partner Audrey Jarre, she visited India, New Zealand, South Korea, France, New Zealand, Australia, the USA and South Africa. While in Cape Town we discussed the work Cambridge University Press (CUP) is doing in the digital education arena, in South Africa and Nigeria. They also met with local edtech startups Greenshoots, Siyavula, Code X and Rethink Education.
To read more on the project visit their website at www.edtechworldtour.com or download the project report here.
The global buzz unleashed by the release of the Pokémon Go game for smartphones in 2016 exemplifies how augmented reality technology is growing. Educational institutions and app developers are already finding ways to incorporate the exciting, perception-bending capabilities of augmented reality design into lesson and textbook design. Read more about how augmented reality is revolutionizing EdTech:
First: What is augmented reality? Continue reading