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Gamification with Moodle

You're reading from   Gamification with Moodle Use game elements in Moodle courses to build learner resilience and motivation

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Product type Paperback
Published in Oct 2015
Publisher
ISBN-13 9781782173076
Length 134 pages
Edition 1st Edition
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Author (1):
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Natalie Denmeade Natalie Denmeade
Author Profile Icon Natalie Denmeade
Natalie Denmeade
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Table of Contents (11) Chapters Close

Preface 1. Setting Up Gamification in a Moodle Course FREE CHAPTER 2. Communication and Collaboration (Labels and Forums) 3. Challenges for Learners (Self-Assessment and Choice) 4. Passing the Gateway (Conditional Activities) 5. Feedback on Progress (Marking Guides and Scales) 6. Mastery Achieved (Badges and Motivation) 7. Leveling Up (Rubrics) 8. Completing the Quest (Reporting Activities) 9. Super-boost Gamification with Social Elements (Groups) Index

Challenges for learners – group submission

In Chapter 3, Challenges for Learners (Self-Assessment and Choice) we set up a Moodle assignment to keep scores. We used the example of the "Cup of Fate" offline activity where learners had the chance to prove that they deserve to keep an achievement award. Although you record this in Moodle as an individual activity, you can quickly collate all of these points into a group score and then calculate an average across all members of the group. You can do this by the Group filter in the gradebook to see what the average score for each group is at the end of each week. In the "Velvet Throne" Classroom Gamification project, this was how the weekly winning house was decided.

Originally, the "Race to the Velvet Throne" plan was to add up points to declare an overall winning group, but it was observed that the high achievers were banded together, so they would easily win. The solution was to wipe the slate clean each...

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