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Tag: Gamification

Block Teaching Experience at UoSiL

Scoreboard showing team scores from gamification session
“What’s on the board, Miss Ford?”

Last week I was down at our London Campus for block teaching of my module, Designing Learning and Assessment in Higher Education. Last year our students at London were part of the main cohort, but this year due to numbers we arranged to deliver the PG Cert as a ‘block’ over a couple of weeks. To share the workload, teaching was split between myself and my counterpart of the other module who travelled down for a few days, and teaching staff at London with relevant experience. It was interesting for me to see different perspectives as a result of London staff picking up some of these sessions. On one of the sessions, ‘Academic Identity and Everyday Writing in the Workplace, I learned about the concept of teaching journals, a reflective exercise to capture “observations, reflections, and other thoughts about teaching” (Richards and Farrell, 2010). Interestingly, I find that on reflection I have been doing this all along without realising it – for every occurrence of every module I have taught, I have kept a running list of things which I have learned, reflections about things which worked particularly well (or didn’t), and ideas about things to change to improve the module for future cohorts. However, in the spirit of the concept I am attempting to put this into more formal practice with this post.

In additional to discovering this concept and getting to see some of my London colleagues in action, I also learned about Class VR which is a virtual reality system they have bought. The headsets are a little basic, but the key concept here is that you have a managed service which can push content to all of the headsets in the class. It’s a great idea, I really liked it. Unfortunately their experience with it has been more miss than hit, with headsets often failing to connect to the server and requiring a reset. Indeed, for our demo all three of the headsets they brought along failed to connect.

Of the sessions I taught myself, ‘Gamification and Game Based Learning’ went well. I’ve ran this for a number of years now as part of different modules, and I feel like it’s well polished and we always get good feedback about this one. The screenshot above is the final scoreboard from Keep the Score, one of the supplementary tools I recommend. The session around assessment and modern forms of academic misconduct (inc. generative AI) also ran well and provoked some interesting and lively discussion. Finally, ‘The Biscuit One’. Adapted from the work of Sambell, Brown and Race (2012), this was a highly impactful activity for me when I was a student on the PG Cert in 2017 and one I pushed to include when this module was revamped and I took over as module leader. The central idea is to teach people about creating rubrics and exploring some of the difficulties in marking, such as grade boundaries, using the metaphor of ‘what is a biscuit?’ The academic who used to run this at Sunderland left us last year, so for the past two iterations of the PG Cert I’ve ran this session myself. It’s been okay, but I don’t think I do it as well as they used to. In both occasions I feel I’ve been rather unlucky in having two groups come up with a definition for a biscuit that was so broad and encompassing that virtually all of the biscuits provided were included. I haven’t worked out how to deal with that yet, but I’ll need to think of something for February.

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Moodle Munch: Oct. 2021

A virtual escape room example, from DCU
An example of a virtual escape room, from DCU

Moodle Munches return for the new semester, with two sessions around gamification today from staff at Dublin City University.

Lisa Donaldson began with a presentation about her experience of developing a virtual escape room for staff CPD, and how it was built using the tools in Moodle and H5P. The narrative around the escape room was the hardest part to develop, and they came up with two that were used. The first was about being an academic the night before teaching begins, and you haven’t got anything prepared! (A bit on the nose this one…) And the second scenario was, you are trapped in a dungeon and can’t escape until you have developed your own escape room scenario for teaching. Clues were placed on the screen via interactive objects, as shown in the screenshot above, which linked to documents with puzzles, and leader boards were used as a way of introducing a competitive element, with top scorers going into a prize draw.

The second presentation from Mark Glynn was about gamification more generally, and how various standard features in Moodle can be used, such as leader boards, conditional access, and activity completion reports. On leader boards, there was a reflection on the fact that not all staff find these motivating, particularly older groups. A possible mitigating factor suggested by someone in the comments was to restrict this to only the top 3 or 5 people.

A recording of the presentation can be found here, and the full Moodle Munch archive I’ve just discovered is online here.

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Moodle Munch: Jan. 2021


The January Moodle Munch recording

Welcome to 2021, folks! Let’s hope it’s going to be a better year for all.

Today marked the return of Moodle Munch, with two presentations as always. Mark Glynn from Dublin City University began by discussing some tools and techniques they are using to add some gamification to online modules to improve student engagement. First, the use of formative and summative quizzes, but not just quizzes, the pedagogy around their use, emphasising the opt-in nature of the summative component and giving students the ‘freedom to fail’. Mark presented some interesting research showing both strong positive student feedback and improved pass marks on the formative assessment component with the group of students who had engaged with the summative quizzes. As it should be, but it’s nice to see such strong evidence! Mark then showed us the Level Up Plus plugin for Moodle which can be used to add gamification elements to module spaces, such as progress bars and leaderboards.

The second presentation was from Nic Earle at the University of Gloucestershire who demonstrated the custom electronic marking and assessment system they have developed for managing student assessments, and how it integrates with their Moodle and student records system. They switched over to this system in 2017 wholesale, and again Nic was able to show very positive results demonstrating increased use of the VLE (even before the pandemic), and improved NSS scores.

As always, the presentations were recorded and I have embedded the YouTube above this post.

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LTA Workshop: Gamification

Photo of a slide with game design tipsPhoto: 10 things game designers know (and educators should!)

Attended the much delayed LTA workshop on Gamification today, from Kathy Wright of Advance HE. It was a very useful day which combined the pedagogy and theory behind gamification and game-based learning with practical activities that we could adapt to our own teaching. The thought that has stayed with me was the point that education is already a game, just usually a bad one, as students have limited agency, it’s poorly balanced, and often not fun. I discovered a nice new tool, Twine, for non-linear storytelling, and there are a couple of piece of research I’m going to be following up, Reid’s ‘Psychology of the Near Miss’ being one.

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