Design of Evidence-Based Blended Learning in Higher Education

Gamification is (until now) built upon ten primary game mechanics, which are proven to motivate and engage users to accomplish the learning goals: success points, levels, missions (of the individual or the team), badges, leader boards (individual and team), unlocks, events feed, notifications, quiz and progress (made visual).

Gamification means the teacher inserts one or more proven game mechanics in their course to encourage students to complete or repeat learning activities. Game mechanics use the student’s data generated when they are ‘gaming’.

H5P (freeware) is software in which you can create interactive content. All kinds of exciting and useful didactical situations can be created digitally. For example, a course presentation, interactive video, memory game, various MC and essay questions with feedback options, collage, dialogue cards, drag and drop, find multiple hotspots, image sequencing, et cetera. For an example, see the website bl. curriculumdesignhe.eu  (H5P gamification).

See: Stott and Neustaedter; Klein Nagelvoort and Dankbaar (2017); Vlachopoulos and Makri (2017); Luckin (2018).

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