Literaturnachweis - Detailanzeige
Autor/in | Machajewski, Szymon |
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Titel | Gamification in Blackboard Learn |
Quelle | (2017), (15 Seiten)
PDF als Volltext |
Zusatzinformation | ORCID (Machajewski, Szymon): orcid.org/0000-0003-4795-1391 |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Monographie |
Schlagwörter | Integrated Learning Systems; Educational Technology; Technology Uses in Education; Educational Games; Student Motivation; Tests; Teaching Methods; Competition; Reports; Recognition (Achievement); Information Storage; Computer Software Unterrichtsmedien; Technology enhanced learning; Technology aided learning; Technologieunterstütztes Lernen; Educational game; Lernspiel; Schulische Motivation; Examination; Prüfung; Examen; Teaching method; Lehrmethode; Unterrichtsmethode; Wettkampf; Abschlussbericht; Berichten; Soziale Anerkennung; Informationsspeicherung |
Abstract | Gamification is an important movement in business management, but also in higher education. Projects like the GradeCraft LMS, funded at $1.8 million dollars at U of M, demonstrate that designing student experience in learning is a top priority for major educational institutions. Considering enrollment limitations and changes in population profiles, motivating students into program completion and into high employability STEM programs may provide a competitive edge for academic organizations. Before switching to a fully gamified LMS, faculty, designers, and administrators should consider the capacity in Blackboard Learn to support gameful pedagogy. Gamification has the potential to motivate both the students and the faculty, especially in introductory courses. (As Provided). |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2020/1/01 |