Gamification and BYOD
Plamen Miltenoff
Saint Cloud State University
Keywords: gaming, gamification, BYOD
Abstract
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.
Related URL: http://www.slideshare.net/aidemoreto/gaming-and-gamification-in-academic-and-library-settings
Author Biography
Plamen Miltenoff, Saint Cloud State University
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