Document Type

Poster

Session Description

QR4U is an “application” (method, not software) that uses elements of gamification (points, quests, levels, progression, awards, badges), existing technologies (D2L tools, D2L data, OneDrive), and QR codes in innovative ways that allow students to track their overall progress, get motivated, and advance their holistic development as learners. During the period of this pilot project (Fall 2016), students enrolled in two levels of developmental English classes (ENGL 91, ENGL 92) and the first sequence of freshman-level college English classes (ENGL 1511) will participate. This project provides opportunities for 1) high engagement activities; 2) actions that form good study/learning habits—and overall healthful habits in general; and 3) socialization/ connection with peers and faculty & staff, which may lead to higher rates of completion and retention. The high potential for improved learning is evident by numerous research that supports that, in addition to being engaging and fun, gamification can lead to behavioral changes and skills development. High potential for improved learning is also evident by numerous research that suggests that initiatives that praise/reward the process of learning (not the product, often a grade) and effort (not ability) result in students who work harder and longer and enjoy learning.

Keywords

gamification, completion, retention

Audience Focus

Both K-12 and Higher Education

Start Date

7-27-2016 11:00 AM

End Date

7-28-2016 4:00 PM

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Jul 27th, 11:00 AM Jul 28th, 4:00 PM

QR4U: Using Gamification, D2L Brightspace, and QR Codes To Influence Completion Rates in Fall English Classes

QR4U is an “application” (method, not software) that uses elements of gamification (points, quests, levels, progression, awards, badges), existing technologies (D2L tools, D2L data, OneDrive), and QR codes in innovative ways that allow students to track their overall progress, get motivated, and advance their holistic development as learners. During the period of this pilot project (Fall 2016), students enrolled in two levels of developmental English classes (ENGL 91, ENGL 92) and the first sequence of freshman-level college English classes (ENGL 1511) will participate. This project provides opportunities for 1) high engagement activities; 2) actions that form good study/learning habits—and overall healthful habits in general; and 3) socialization/ connection with peers and faculty & staff, which may lead to higher rates of completion and retention. The high potential for improved learning is evident by numerous research that supports that, in addition to being engaging and fun, gamification can lead to behavioral changes and skills development. High potential for improved learning is also evident by numerous research that suggests that initiatives that praise/reward the process of learning (not the product, often a grade) and effort (not ability) result in students who work harder and longer and enjoy learning.