Course
Gamification Community of Practice
Ended Apr 18, 2019
12 credits
Spots remaining: 12
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Full course description
Six required sessions:
Thursday February 7 / 11:30am - 1:00pm / Torgersen 1100
Thursday February 21 / 11:30am - 1:00pm / Torgersen 1100
Thursday March 7 / 11:30am - 1:00pm / Newman Library 207
Thursday March 21 / 11:30am - 1:00pm / Torgersen 1120
Thursday Apr 4 / 11:30am - 1:00pm / Torgersen 1100
Thursday Apr 18 / 11:30am - 1:00pm / Torgersen 1100
Instructor: Miko Nino, University Libraries
Gamification, or the adoption of gaming elements in instruction, is an effective mechanism to increase motivation and knowledge retention and transfer. In this faculty inquiry group, participants will explore the principles and strategies of gamification, as well as technologies and trends. By the end of this inquiry group, faculty members will have applied what they've learned by incorporating gamification strategies towards a personal teaching goal such as: assessing student knowledge, and applying gamification elements to instruction or training. Participants will meet 6 times on a biweekly basis (lunch included with registration).
Thursday February 7 / 11:30am - 1:00pm / Torgersen 1100
Thursday February 21 / 11:30am - 1:00pm / Torgersen 1100
Thursday March 7 / 11:30am - 1:00pm / Newman Library 207
Thursday March 21 / 11:30am - 1:00pm / Torgersen 1120
Thursday Apr 4 / 11:30am - 1:00pm / Torgersen 1100
Thursday Apr 18 / 11:30am - 1:00pm / Torgersen 1100
Instructor: Miko Nino, University Libraries
Gamification, or the adoption of gaming elements in instruction, is an effective mechanism to increase motivation and knowledge retention and transfer. In this faculty inquiry group, participants will explore the principles and strategies of gamification, as well as technologies and trends. By the end of this inquiry group, faculty members will have applied what they've learned by incorporating gamification strategies towards a personal teaching goal such as: assessing student knowledge, and applying gamification elements to instruction or training. Participants will meet 6 times on a biweekly basis (lunch included with registration).
Objectives:
1. Value gamification as a strategy to increase motivation and knowledge retention/transfer
2. Assess student's knowledge through gamification strategies
3. Apply gamification elements to courses or training
4. Design courses or learning experiences through the use of gamification