Presentation Title

Gamification and BYOD

Document Type

Presentation

Session Description

BYOD is steadily recognized trend in K12 and higher education. Gamification becomes also increasingly popular. We apply an existing experiment as a proof of concept (POC): web.stcloudstate.edu/pmiltenoff/bi/ Started as gamified library instruction for mobile devices, we tested the templates in educational leadership classes. Gamiftying certain parts of the learning process, e.g. using training quizzes in a Learning Management System (LMS) is not a novel idea. Even the mobile version of LMS, however, does not provide the nimble interface of the mobile template we are using. Gemifying task[s] performed on mobile devices (BYOD) is an attempt to advance to the next level and seek change in the conceptual thinking: instead of migrating old methodology to new environment and adapting old tasks to new tools, how do we change our didactic as instructors and following constructivism, we seek delivering dynamic, student-centered, anytime-anywhere assignments to students.

Keywords

gaming, gamification, BYOD

Related Website

http://www.slideshare.net/aidemoreto/gaming-and-gamification-in-academic-and-library-settings

Audience Focus

Both K-12 and Higher Education

Start Date

7-30-2015 1:45 PM

End Date

7-30-2015 2:45 PM

Brief Biography of Primary Presenter

Plamen Miltenoff is a Professor at Saint Cloud State University, who teaches classes and workshops on facilitation/administration of online education, synchronous/asynchronous tools of communication, Web 2.0, social media, digital literacy, technology in education, new technologies in education, multimedia, interactive and Web development in education

Creative Commons License

Creative Commons License
This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 License

 
Jul 30th, 1:45 PM Jul 30th, 2:45 PM

Gamification and BYOD

BYOD is steadily recognized trend in K12 and higher education. Gamification becomes also increasingly popular. We apply an existing experiment as a proof of concept (POC): web.stcloudstate.edu/pmiltenoff/bi/ Started as gamified library instruction for mobile devices, we tested the templates in educational leadership classes. Gamiftying certain parts of the learning process, e.g. using training quizzes in a Learning Management System (LMS) is not a novel idea. Even the mobile version of LMS, however, does not provide the nimble interface of the mobile template we are using. Gemifying task[s] performed on mobile devices (BYOD) is an attempt to advance to the next level and seek change in the conceptual thinking: instead of migrating old methodology to new environment and adapting old tasks to new tools, how do we change our didactic as instructors and following constructivism, we seek delivering dynamic, student-centered, anytime-anywhere assignments to students.

http://pubs.lib.umn.edu/minnesota-elearning-summit/2015/program/37