scholarly journals Effective Integration of Gamification and Learning Management Systems for Creating Gamified Learning Arrangements

Author(s):  
Alexander Bartel ◽  
Georg Hagel ◽  
Christian Wolff

This paper describes ongoing research concerning the effective development of gamified learning arrangements. It shows the necessity for more standardization of the design of such arrangements and reveals potential ways in order to support this need with the use of a domain-specific modeling language. The latter is used by lecturers for designing and exchanging models of gamified learning arrangements and provides the possibility to automatically generate a working learning management system using a language specific generator. The generated learning management system can directly be used by learners and furthermore allows to track the individual learning process for both learners and lecturers.

Author(s):  
Alexander Bartel ◽  
Georg Hagel ◽  
Christian Wolff

This contribution describes the Emendo toolchain which enables the effective creation and implementation of gamified learning arrangements for online learning settings based on the domain-specific modeling approach. The components of Emendo are a domain-specific modeling language, a generator which transforms models based on the language into source code as well as the embedding of the latter in a learning management system. Scenarios for the usage of Emendo for teaching and learning are presented with respect to the functionalities of the toolchain. In addition, a qualitative evaluation concerning Emendo’s goals, concept and insights on the results is given. The evaluation shows that Emendo reaches high acceptance for teaching purposes and can serve as a promising means for the digitisation of teaching and learning.


Author(s):  
Olha Vashchylo

The article is devoted to the question of organizing distance learning for future philologists through the Internet technologies. The author’s experience in conducting practical classes via the video conferencing platform Zoom and organizing the students’ individual work using the learning management system Canvas has been described. Recommendations on how to prepare for the practical classes have been given; the main advantages of the video conferencing platform Zoom have been enumerated; the examples of the tasks performed by students during synchronous learning have been given. The choice of the learning management system Canvas has been preconditioned by the author’s positive experience in organizing the process of teaching ESP monologue production to future mechanical engineers. Features specific to Canvas (shared access, calendar of the events, discussions and announcements section, accumulation of the performed tasks, etc.) have been looked into; the advantages of using Canvas (flexibility, compatibility with numerous mobile devices and various operating systems, use of the system regardless location and time zone, 24/7 availability, facilitating the student’s choice of the individual educational trajectory etc.) have been considered. The examples of the tasks posted by the teacher have been given. The assessment of the students’ work was carried out according to the existing rating system regarding the peculiarities of distance learning. Thus, the students’ work during the practical classes using the video conferencing platform Zoom and their out-of-class individual work using Canvas has been assessed. A survey among the participants of the educational process has been conducted. The results of the survey have revealed a positive attitude to the organization of distance learning with the use of the video conferencing platform Zoom and the learning management system Canvas.


Author(s):  
Syadiah Nor Wan Shamsuddin ◽  
Muhammad Faisal Selman ◽  
Ismahafezi Ismail ◽  
Maizan Mat Amin ◽  
Norkhairani Abdul Rawi

<p>Gamification is a term that refers to the use of game elements in non-game contexts. Gamification in education is emerging as an effective tool to motivate and engage learners in a variety of tasks. LINUS program is intended to ensure that all students from standard one are able to master the basics of reading, writing and counting at the end of standard three. Gamification will help as a learning tool to assist with the learning process for those who have difficulty in learning, unlike normal students. Therefore, the aim of this paper is to propose a framework of Gamified Learning Management System for Linus students. This framework consists of mechanisms of gamification elements, multimedia elements and learning theory that construct gamified learning management system.</p>


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