● 13th May 2021
● 9:00 am - 1:00 pm (CEST)
● Platform: Zoom
Only 15 places available,
so make sure that you:
Nowadays, teaching and training faces new challenges as the audience is less self-disciplined, living in overwhelming environments and loosing attention and/or interest very quickly. Our job, as educators and trainers and technologists is to address these challenges. The aim of gamification (i.e., the application of game-like elements to non-game contexts) is to motivate the learners to complete specific tasks and increase user retention with content, products, or services. Education and training can also gain from this approach. Gamification makes the learning experience more enjoyable and engaging. It is a powerful and relatively cheap tool to implement, and it feeds into the user’s sense of accomplishment. At the same time, it allows the teacher/trainer to gather data on learners’ performance. Through this workshop, the participants will have the opportunity to see the process of creating teaching material for gamification by exploiting the possibilities provided by the Moodle e-learning platform and other tools.
Content and benefits:
Introduction to Gamification and Moodle Gamification Tools
- Gamification (game) thinking
- The Moodle Open-source learning platform
- Game components (i.e., general tools that can be added on the learning platform)
- Using Moodle tools as game elements (i.e., certificates, badges, progress indicator, simple games such as hidden picture and hangman)
- Other tools for gamification
Course Design with Gamification Elements
- Teaching and learning goals
- Overall course design
- Experiencing the development of teaching materials using gamification
ABOUT THE SPEAKERS
Andri Ioannou is an Associate Professor and Head of the Department of Multimedia and Graphic Arts of the Cyprus University of Technology (CUT) and Director of the Cyprus Interaction Lab (CIL).
Andreas Kitsi is a graduate of the Cyprus University of Technology. He received a B.A. degree in Multimedia and Graphic Arts in 2021 with honours.
She is passionate by mixing her multidisciplinary education, knowledge and expertise (cognitive psychology, marketing, interaction design, HCI, human factors, summative/formative research) in the UX Research field.