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Gamification with Moodle

You're reading from   Gamification with Moodle Use game elements in Moodle courses to build learner resilience and motivation

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Product type Paperback
Published in Oct 2015
Publisher
ISBN-13 9781782173076
Length 134 pages
Edition 1st Edition
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Author (1):
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Natalie Denmeade Natalie Denmeade
Author Profile Icon Natalie Denmeade
Natalie Denmeade
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Table of Contents (18) Chapters Close

Gamification with Moodle
Credits
Foreword
About the Author
Acknowledgement
About the Reviewers
www.PacktPub.com
Preface
1. Setting Up Gamification in a Moodle Course FREE CHAPTER 2. Communication and Collaboration (Labels and Forums) 3. Challenges for Learners (Self-Assessment and Choice) 4. Passing the Gateway (Conditional Activities) 5. Feedback on Progress (Marking Guides and Scales) 6. Mastery Achieved (Badges and Motivation) 7. Leveling Up (Rubrics) 8. Completing the Quest (Reporting Activities) 9. Super-boost Gamification with Social Elements (Groups) Index

Labels with restrictions used as adaptive messaging


The designer of the very successful game, Plants vs. Zombies used adaptive messaging to provide hints at the right time and not undermine the joy of discovery. How can you do this in Moodle? Activities such as the lesson and quiz allow us to provide feedback for errors but are time-consuming to set up. You can do this much easier, and quicker, with labels, which can be formatted nicely with images or icons. Set up a few different hints as you would if you were walking around the classroom adapting your response to each person. Use the restriction settings to show the label depending on the grade they have achieved in a quiz or other activity. You can use "Learner MUST match the following" or "MUST NOT" to ensure that the hint is only displayed if the score is within a certain range. Once they have made the choice, the label will not be displayed:

Figure 4.13: Set this hint to disappear once the person has made a choice

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