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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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Toc

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

Chapter 9. Super-boost Gamification with Social Elements (Groups)

This chapter is about the potential to increase motivation by including social game elements in your Gamification strategies. A Gamification experiment with thousands of MOOC participants measured participation of learners in three groups: plain, game, and social. Students in the game condition had a 22.5 percent higher test score in the final test compared to students in the plain condition. Students in the social condition showed an even stronger increase of almost 40 percent compared to students in the plain condition. (See http://www.henningpohl.net/papers/Krause2015.pdf).

This chapter will cover the following topics:

  • Moodle groups

  • Gradebook averages

  • Group averages

When implemented correctly, teamwork is a very powerful motivation. Multiplayer modes in video games are increasingly common. Team-based sports are an important part of life for many children and adults. However, tapping in to the basic human need for affiliation...

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