Blended Learning

Game, Set…Learn?

What do classrooms and workplaces today now have in common?

Gamification.

While the lure of games has been around forever, its use as a tool of engagement only began to gain traction seven years ago. Since then, it has transformed into a buzzword for the classrooms and workplaces of the future. But how much do we really know about gamification and how important is it for educators today?

So keen is the interest in the topic that last month, Cecile-Anne Sison from the Media and Design Studio, Susanna Calkins from the Searle Center, and Kelly Roark of Northwestern IT held a workshop for interested faculty on how to engage students through gamification. Participants were invited to create their own fun avatar and award stars based on different parameters as introducing themselves to others or asking insightful questions. The workshop spoke to the benefits of gamification, design processes and strategies, and examples of successful gamification in education.

Gamification, a term coined by British computer programmer Nick Pelling in 2003, is the process of integrating game-like elements in a non-game setting so as to encourage participation. It can include a variety of elements common to gaming psyche such as:

  • Achievement through points, badges, leveling and leaderboards.
  • Rewards through collectibles, bonuses or power-ups.
  • Time through a countdown to create a sense of urgency.
  • Personalization via avatar selection and customization.
  • Micro-interactions (toggles, special effects and animated rollovers to round out the experience.

Gamification has had some interesting applications in recent times. In the aftermath of Hurricane Sandy in 2012, digital agency, Mother, partnered with video game developer, Zynga, to create Repair the Rockaways. Players could purchase virtual bricks and watch how shattered houses in Rockaway, New York were reconstructed through their donations. To encourage active content engagement, digital media website, Mashable, created the gamified platform, Mashable Follow, that allows readers to customize their news consumption and earn badges for sustained participation. In another example, a nonprofit collective, Live58, launched Survive125, a poverty simulation where users virtually experience a day in the life of a 26-year-old bricklayer from India who lives on $1.25 a day.

The versatility and applicability of the technique is perhaps what has drawn educators towards gamification as well. Today, school and university classrooms are filled with students from the so-called Generation Z – or iGeneration – the first generation to be born into the digital world. With their 8-second attention spans, sustained engagement is crucial for a productive learning experience. How can teachers and faculty gamify classrooms in an ever-changing landscape?

Wendy Hsin-Yuan and Dilip Soman, of the University of Toronto’s Rotman School of Management, outline several considerations in  A Practitioner’s Guide to Gamification of Education.  Educators must establish the context in which students are being taught, whether pertaining to group size, time period or similar factors, in order to diagnose pain points in the learning process. Next, instructors should define objectives and structure the learning experience into stages. This blueprint should help identify what kind of elements will be integrated, such as:

  • A tracking mechanism where a student’s progress can be measured
  • A currency that illustrates what the student achieves by completing a stage.
  • A level which defines each stage and how much currency is needed to get there.
  • A rule set because the games need to be structured.
  • A feedback mechanism.

In approaching the final gamification of the course, educators can focus on self-elements that encourage students to focus on their own learning or social elements where students are engaged with the classroom community. It is important to note that gamification does not only imply teaching through the use of games. Rather, to gamify a class or a course can also include adapting the entire class format to a game, where the elements mentioned above come in.

A graph illustrating online search patterns for the term ‘gamification’ over the years, via Google Trends.

On the Northwestern campus, gamification has had an interesting history. In 2013, Max Dawson, a former professor of the Radio, Television and Film department, designed a gamified class to explore the impact of reality television on the American television industry. Titled The Tribe Has Spoken – Surviving TV’s New Reality, the class included elements such as student ‘tribes’ who could win immunity challenges and scavenger hunts mediated by the class Twitter feed. In fact, Dawson himself went on to be a participant on Survivor in 2015.

Today, gamification has adopted another familiar avatar on campus: YellowDig, the online social learning network Northwestern adopted last year. The platform essentially enables students to engage with course material outside of the classroom, through posting articles, text, photos, videos, etc. CEO and founder Shaunak Roy built the system on the belief that ‘colleges and students would be interested in a platform that combines academically relevant content with features they are familiar with from Facebook and Twitter.’ It uses a points/ vote system as a gamified element to incentivize students to participate. Since the 2015-2016 pilot spearheaded by Medill School of Journalism professor, Dr. Dan Gruber,

More than 100 courses/learning communities comprising of over 2500 professors and students from across the university have used Yellowdig, who collectively have shared more than 8,300 learning stories and 26,000 comments & votes on the platform”

Gamification has certainly cemented itself in mainstream consciousness with its application in fields such as education, health and even community service. With the increased emphasis on hybrid learning penetrating classrooms today—and, not to mention, an urgent push to keep our digital natives involved and interested– it seems like it is here to stay for a while.

 

Voice Over Recording Suites for Productivity and Creativity

Academia often upholds its roots in paper and pen with more traditional forms of scholarship. Yet, to prepare students for the working world beyond college might mean to further embrace video and media, not only as something to be consumed, but as something to be produced.

In moments of reflection, I find myself pondering the possibility of doing more than writing an essay – maybe creating a video or podcast instead. Perhaps, instead of watching videos, I could be creating them. If other Northwestern students also feel this way, perhaps authoring a video essay or an informational podcast could be enough to end academic nonchalance in students and bring them into the exciting world of digital media. This sort creation through digital learning could have the capabilities to not only deepen understanding of content through creative synthesis, but serve to combine traditional education with technological learning, leaving students with additional skills needed to be successful in the increasingly technological future. Full Post

Putting IT To Use: One Button Studio

Since the MMLC has been in the Library, we’ve really been taking advantage of our proximity to our peers. I thought I would start a blog series called “Putting IT To Use” about how a language professor or other Humanists could incorporate some of the new (or at least new to you!) technology Northwestern has.

IMG_2969First up is the One Button Studio (OBS), which is similar to the Lightboard studio in practice.  A lot of units will most likely talk about these two studios in terms of how you can shoot segments to use in MOOCs or flipping/blending/hybridizing your courses. And they’d be right! It’s easy to use – all you need is a thumbdrive (oh and BTDubs did you know the MMLC has thumbdrives available for check out?) to save your recordings onto.

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The Personal, Adaptive, and Sensitive Future of Learning

So I may be a language technology nerd. But I’m not alone. Each year, some of the geekiest geeks meet at the annual conference of CALICO, the Computer Assisted Language Instruction Consortium.  This year, Cecile and I attended and occasionally pushed up our glasses as they would slide down the bridges of our noses — as all nerds do — and tried to fit in.

If there was a take-away message that prevailed, it was this: the future of learning will be increasingly personalized, adaptive, and deeply aware of the learner. Just how deeply aware? Perhaps more than we think. The growing prevalence of smartphones, smart watches, and other monitoring devices combined with an emerging interest in big data and data science could spell a future where learning systems can psychologically and physiologically detect and reproduce the conditions under which individual students learn best.

The vision shared at CALICO, even if more focused on language instruction, is nonetheless a harbinger for the rest of the educational field. In a recent EDUCAUSE article written by Learning Initiative Director Malcolm Brown, “Six Trajectories for Digital Technology in Higher Education,” Brown sees the opportunity of mobile devices in a post-digital-divide era, looks forward to open educational resources and learning spaces, and eyes a future for learning analytics. The language nerds at CALICO obsess over these themes constantly as they imagine the future.

The future, it turns out, is not only talked about in abstract far-away presentations. The future is taking place here at Northwestern, too. Full Post