Thesis Statement
Online education platforms like Blackboard lack of e-learning material are designed with a variety of learner-focused options; as they say, their purpose is to “engage, reach and connect.” Unfortunately their design process and execution lacks of capabilities for interactive and engaging content leaving too much to be desired for e-learning in any subject. Therefore. I propose to leave the stand-alone implementation of Blackboard and use external content in conjuntion with Blackboard to provide learning with an active user-centered approach. I propose to develop an interactive e-learning application that will target user needs and enhance their learning experience by allowing them to explore and learn at their own pace.
Archive for January, 2013
Problem
The era of technology education has moved from the traditional classroom into an online classroom. The advancement of technology has facilitated this move by offering systems to support online education. One of the major and most used systems for online education is Blackboard. This system offers different types of platforms to “enable clients to engage more students in exciting new ways, reaching them on their terms and devices—and connecting more effectively, keeping students informed, involved, and collaborating together” (“Blackboard” 2013). The automated system assigns courses through a data transfer from the Student Information System (SIS). Depending on the set up and user restrictions, instructors are able to upload their resources. Blackboard provides messaging, discussion boards, web conference among other tools to promote communication (“Blackboard Learn | Creating a Virtual Campus” 2013). This method of online instruction lacks of the capabilities to create interactive content, interaction in lessons and provide an interesting delivery of information. Their design and execution it leaves too much to be desired in any subject matter in the context of basic information technology (IT) skill training . Participants report being un-satisfied with the learning process. This automated learning mechanism lacks of the necesesary learning methods and interactive modules to create learner-focused options and provide students with customizable learning experiences that better meet their diverse needs .
Solution
Even though Blackboard provides a great shell for online education its deficiencies make the stand-alone Blackboard learning experience frustating, unsatisfying and discouraging of the learning process. A solution for online education supported by Blackboard will be to use external tools to use in conjuntion with Blackboard to provide online students with a customizable e-learning experience which will make it possible to address these various learner needs and preferences, enhance the learning process, and provide students with more avenues for self-directed, active student-centered learning environment which promotes exploratory learning. By extracting a few elements from games, we can create engaging applications that are not only instructional but also encourage exploration and promote self-directed learning.
To support this investigation, an interactive educational application named Web Designer 401 has been designed to help teach college students and IT professionals the new coding standards of web development.[DM5] The target audience is online ITGM, CS students or other participants in the fields with previous knowledge in the subject. Web Designer 401 uses the basic concepts of Alternating Reality Gamming (ARG): a reward system, levels and new skillsets available to the students in every level to offer a learning experience that encourages progress and offer students control over their learning process by using user-center design and user focus interaction.
“Penny Arcade -Extra Credits – Gamifying Education”
Citation:
“Penny Arcade -Extra Credits – Gamifying Education”. Penny Arcade – The Way Forward. N.p, n.s. Web. 24 Jan. 2013.
Summary:
Flaws in the way we teach today: systemic flows which cover every subject.
Grading: We use a grading system that is de-motivational and set up a reinforcing feedback loop for failure.
Agency: Idea that they feel that they control their own destiny. Without agency is almost impossible to feel motivated. Agency help you to set more efficient goals for yourself.
External Motivators: We need learners to keep engage and learn voluntarily.
Solution: In games we learning that progress encourages progress. The human desire for deficiency is a better motivator than the fear of failure.
How to gamify learning
- Assignments make worth points. Progressing towards level.
- Methodology doesn’t leave the students in a place where they just give up.
- Give kids skills as they level. Pickable powers as they level.
- Reward System to rule for one another. Encourage student to work with camaraderie and as a team
- Game teach us that different choices have different accounts and we control the choices that we make.
- Information you want to learn as the pieces that unlock the next section of the game. In the search for this information they will learn about tangible related topics.
- Key: make schooling more magical and a sense of mystery.
- ARG is about communal solution and information scouting.
- Unlock spread out, so the learners can share ideas and learn.
- Encourage curiosity (benefit)
Examples of ARG:
i <3 bees
year zero
Deathball.net/notpron
Classroom Game Design: Paul Andersen at TEDxBozeman
MLA Citation:
Andersen, Paul, perf. Classroom Game Design: Paul Andersen at TEDxBozeman. 2012. Web. 24 Jan 2013. <http://www.youtube.com/watch?feature=player_embedded&v=4qlYGX0H6Ec>.
Summary:
Failure is OK. Failure is part of the learning process.
Importance of leveling
- Students should move on at their on pace through a mastery system.
- Become more powerful as they learning new material in the class.
Leveling System by Lee Sheldom at University of Indiana Gain Experience points and move their way up.
Leader boards, to see how they are doing against everybody else.
Mastery System where students can take tests in multiple occasion until they get it.
Teach some skills and then they can apply that.
Students learning to learn independently.
Add elements of social learning to make it more compelling.
Move to an active student-center learning environment.
Thesis Statement
Online education platforms like Blackboard lack of e-learning material are designed with a variety of learner-focused options; as they say, their purpose is to “engage, reach and connect.” Unfortunately their design process and execution leaves too much to be desired for IT learning. Therefore I propose to develop an interactive e-learning application that will target user needs and enhance their learning experience by allowing them to explore and learn at their own pace.
Problem
The era of technology education has moved from the traditional classroom into an online classroom. The advancement of technology has facilitated this move by offering systems to support online education. One of the major and most used systems for online education is Blackboard. This system offers different types of platforms to “enable clients to engage more students in exciting new ways, reaching them on their terms and devices—and connecting more effectively, keeping students informed, involved, and collaborating together” (“Blackboard” 2013). The automated system assigns courses through a data transfer from the Student Information System (SIS). Depending on the set up and user restrictions, instructors are able to upload their resources. Blackboard provides messaging, discussion boards, web conference among other tools to promote communication (“Blackboard Learn | Creating a Virtual Campus” 2013). This method of online instruction may work for some fields, but their design process and execution it leaves too much to be desired in the context of basic information technology (IT) skill training. Participants report being unsatisfied with the learning process. This automated learning mechanism lacks of learner-focused options to provide students with customizable learning experiences that better meet their diverse needs.
Solution
Customizable e-learning experiences make it possible to address these various learner needs and preferences, enhance the learning process, and provide students with more avenues for self-directed exploratory learning. By extracting a few elements from games, we can create engaging applications that are not only instructional but also encourage exploration and promote self-directed learning.
To support this investigation, an interactive educational application named Web Designer 401 has been designed to help teach college students and IT professionals the new coding standards of web development. The target audience is online ITGM, CS students or other participants in the fields with previous knowledge in the subject. Web Designer 401 provides learners with various options that facilitate a customizable and individualized learning experience using user-center design and user focus interaction.






