Friday, January 27, 2012

How To Use Game Dynamics In The Classroom


Edudemic is all about finding innovative ways to get through to students. That’s why we’ve talked aboutgame dynamics more than a few times. Inspiring students to learn through the gamification of a large lecture hall has not yet been broached by us Edudemic-ers.
Lucky for us, Liz Gross has an incredible look at the gamification in her newest post “Can Game Dynamics Improve Attendance, Grades, and Engagement In A Large Lecture Course?” Below are some selected excerpts that I thought would be important for the discussion.
Before the semester begins, university students registered for a large-lecture introductory course will be randomly assigned to either a control section or an experimental section. Both the control and experimental sections will be taught by the same instructor and will follow the same schedule in the presentation of course material. Each section will contain at least 200 students for a total of 400 participants.
How Smartphones Are Used
Students in the experimental section will use their Android or iOS devices to engage in academic challenges in order to earn badges. Students will check in to the classroom after indicated class sessions. Once they check in, they will be presented with a challenge that involves answering five questions about that day’s lecture, developed in consultation with the course instructor. Students will receive a point for each question they answer correctly.
The Technology Used
Students in the control section will have the opportunity to answer the same questions as the experimental group; however, these questions will be presented as quizzes using TurningTechnologies ResponseWare. ResponseWare allows students to submit answers by using either their mobile phones or their laptop computers.
To read the entire article, click on the link below:

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