Building on the results of our transnational research on Gamification and Game-Based Learning, this month we started working on the development of our Conceptual Framework for Gamified E-Learning Programs.
The advance of the Information and Communication Technologies had a significant impact on the pedagogical approaches adopted in the teaching-learning process: the traditional repetitive and behavioural models seem to be no longer appropriate to meet the growing learning needs of students, thus requiring the transformation to adaptive practices which include active participation and collaboration between learners (C. Gütl, C. Cheong, F. Cheong, V. Chang, S. Z. Nau, J. Pirker, Expectations of the generation NeXt in higher education, 2015; J. Chauhan, S. Taneja, A. Goel, Enhancing MOOC with Augmented Reality, Adaptive Learning and Gamification, 2015). Many educational games were developed to respond to this issue, in order to increase the engagement and motivation of students in learning, increasingly unmotivated with the current educational system (B. B. Lambruschini, W. G. Pizarro, Tech—Gamification in university engineering education: Captivating students, generating SBC, 2015). Nevertheless, these tools are not often used by teachers and trainers, due to, inter alia, the difficulty of balancing pedagogical objectives and entertainment (D. Dicheva, K. Irwin, C. Dichev, S. Talasila, A course gamification platform supporting student motivation and engagement, 2014). In this context, our Conceptual Framework for Gamified E-Learning Programs will produce an already balanced structure to let teachers and trainers create their own gamified online learning, to combine game elements in different online learning stages and boost the engagement and motivation of their students.
The Framework, the second Intellectual Output of the project, will provide the structure to plan and design gamified e-Learning Programs: a step-by-step guide for VET providers that want to gamify their online teaching. It will be developed around the findings, recommendations and conclusions of the transnational research on "Game-based learning: Best Practices & Requirements for Digital Environments”, developed by the project consortium, through data analysis and literature review. It will consist of a structure to combine game elements (dynamics, mechanics and components) for different target groups in the different stages of online learning experiences.
Stay tuned for more!