This informal CPD article Gamified education/training and the frameworks of AI, AR, VR and Blockchain was provided by Vasilis Palilis director of WIDE Training Services of the WIDE Services company, the Premium Moodle Partner in Greece and Cyprus, and end-to-end eLearning solutions company based in Athens.
In this article we explore how gamification can enrich a well-structured e-learning process by increasing learner engagement. We also explore the modern technology educational environments.
The article comprises 4 parts.
- In the first part, "Well-structured e-learning process", we discuss the components of a well-structured e-learning process, and the added value of gamification for it.
- In the second part, "About gamified education/training ", we scrutinize the "WHAT - WHY - HOW" of a gamified e-learning process.
- In the third part, "Virtual & Augmented reality in gamified education/training", we explore the relationship between VR & AR educational environments and Gamification.
- In the fourth part, "Artificial Intelligence in gamified education/training and educational topics that are (maybe) served in Blockchain applications", we search in depth the relationship of AI educational environments with Gamification and the educational applications in Blockchain networks.
Let’s embark upon the 1st part.
Part 1 - Well-structured e-learning process
Let’s suppose that you have developed a very carefully designed and rich program for your learners. This suggests that you have included most of the following elements in your program and you are implementing them in your classroom. You may have omitted some that you do not consider as appropriate for your classroom, or perhaps you may have added a few more, but this does not significantly change the character of a well-structured educational program. So, the general features you may have included are:
- You have created content that is responsive to all devices your learners may use and is accessible to all learners providing equal access whatever their needs, backgrounds and preferences are
- You have enriched your content with different ways of displaying information (text, audio, video)
- You have improved the interaction with learners, offering timely, targeted guidance, and establishing consistent procedures to support them
- You have implemented adaptive learning, the technique that provides personalized learning experiences to meet learners’ diverse needs
- You have involved learners in collaborative learning, discussions, collaborative creation of activities and group working
- You have created space where self-regulated learners can plan or reflect on their progress, set goals and track their learning pathway
- You have set challenges / opportunities for your learners to create their own works and activities/scenarios to solve real-world problems
- You have created assessment strategies to encourage learners, to reward their achievements and let them know how they can move to the next level, also you have enabled peer-feedback and self-assessment/ reflection activities.
Most likely, the majority of your learners are actively involved in your program and are satisfied with it.
Obviously, you are constantly analyzing the course reports/ evidence, identifying deficiencies and correcting them. You also try to improve the program based on feedback from your own learners. However, you are concerned about a smaller percentage who either do not participate at all or participate with little interest.
To engage this smaller percentage more actively, and on the same time to make your program more appealing to all learners, you can explore applying Gamification to it. (But before you do so, ask your own learners if they need it and if they will gain any benefit from it!).
In our next post, we will scrutinize, step by step, what the experts suggests to gamify your program, remember that the only reason to do this is to make it more attractive for your learners. Don't expect gamification to address pedagogical or instructional dysfunctions.
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