We welcomed Blackboard MVP, Dr. Szymon Machajewski, as our guest speaker at our 7-5-2018 KBUG Meeting! His session was a great teaser for anyone interested in using gamification in a Blackboard course. Check out the session recording and slides for more information.
"Gameful Design of Blackboard Learn Courses to Replace 'A' with Fiero" Session Description
Gamification is a trend in business and in pedagogy. This session will help faculty and system administrators gain insight on immersive feedback environments and redirecting failure into a progress indicator. Juul submits that we play games to seek out failure (Juul, 2013). Humans desire the feeling of competence and success, but only when it feels deserved. Games create the environment, where grunt work, or skill practice, allow the player to have a good relationship with failure. Games create the feeling that we are escaping failure, escaping inadequacy, by continually trying to get better at the task. This behavior is fundamental to learning, so it is of no surprise that playing games has been found beneficial to learning (Granic, Lobel, & Engels, 2014). Structuring assignments and other course activities into gamified environments further promotes student and faculty engagement. Active learning techniques are a short game approach, which can be complemented by long game mechanics such as grades, Blackboard digital badges, and experience points. Adoption of specific digital tools allows for gamification of large enrollment introductory courses (Machajewski, 2017).
- ECP Program: Helps solidify effective course development that sets a foundation for implementing gamification in Bb Learn.
- Szymon Machajewski's Engagement Game Website
- The Game Changer by Jason Fox (Book Review by Geoff McDonald)
- This Will Revolutionize Education (video)
- Gamification in Blackboard Learn, 2017 BbWorld Presentation
- The Short and Log Game Theory for Academic Courses
Granic, I., Lobel, A., & Engels, R. E. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78. doi:10.1037/a0034857 Retrieved from https://www.apa.org/pubs/journals/releases/amp-a0034857.pdf
Juul, J. (2013). The Art of Failure: An Essay on the Pain of Playing Video Games. MIT Press. Retrieved from https://books.google.com/books?id=5sC1knAj_isC
Machajewski, S. (2017). Gamification strategies in a hybrid exemplary college course. International Journal of Educational Technology, 4(3), 1-16. Retrieved from https://educationaltechnology.net/ijet/index.php/ijet/article/view/20