Engage Students using Awards in Brightspace
This workshop was originally scheduled for Tuesday, November 10.
Gamification is the application of game elements in non-gaming situations, often to motivate or influence behavior. Research has shown that using gamification in education can increase student motivation.1
The use of game thinking and game elements such as challenges, feedback, levels, and rewards in non-game contexts can motivate and engage learners. A well-designed gamified course can grab and keep students’ attention, improve students’ knowledge retention, and improve students’ overall success in the course.
In this workshop we will explore how you can use gamification in Brightspace to increase student motivation and engagement in your courses. You will learn how to use the Awards Tool and how to selectively release content to students using release conditions.
This workshop, the sixth in our #LEX Advance series, builds on the skills you learned in the #LearnEverywhereXULA course and will help you to design a course that will engage and motivate your students.
1 Dichev, C., Dicheva, D. Gamifying education: what is known, what is believed and what remains uncertain: a critical review. International Journal of Educational Technology in Higher Education 14, 9 (2017).
- Led by: Janice Florent, Jason S Todd
- Date: Thursday, November 19, 2020
- Time: 4:30 - 5:30 PM
- Location: Virtual
Tags: Brightspace, LEX, LEX Advanced, Badges, Gamification, Awards, Automation, flipped, inverted
Event ID: 02038