PROJECT 2015-1-IT03-KA205-00576 W.R.I.T.E. - Work ... · The training course will be developed on...
Transcript of PROJECT 2015-1-IT03-KA205-00576 W.R.I.T.E. - Work ... · The training course will be developed on...
PROJECT 2015-1-IT03-KA205-00576
W.R.I.T.E. - Work, Research and Innovation for the Tomorrow's Entrepreneurs
Matera 13th - 15th April 2016
Consorzio Ferrara Innovazione
Gamification activities of the LMS platform
MEETING MATERA
13-15 Aprile 2016
PROJECT 2015-1-IT03-KA205-00576
W.R.I.T.E. - Work, Research and Innovation for the Tomorrow's Entrepreneurs
PREMISE
But what is Gamification? The term is partly composed of the word game, meaning the game, but the gamification is not only that: by taking advantage of interactivity and of course the fun, gamification is a means very powerful and effective that allows to convey messages of various types and inducing active behavior allowing you to reach business goals: in the center there is always the user and his engagement. We can then define the Gamification as a set of rules with the aim of applying mechanical recreational activities that do not directly to do with the game; in this way you can change people's behavior and encourage users active interest in the message to be communicated, even enterprise. There are many contexts in which you can apply the idea of Gamification: a site, service, community, content, can be "gamificati" (from "to gamify") in order to push the interest, involvement and participation of users. To achieve these goals, the game mechanics are the real tools of the trade for "gamificare": the introduction of concepts such as points, levels, leaderboards and challenges encourages users to invest their time.
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PREMISE
Given the need to develop a learning didactic course for a specific target group of young people (NEET - not in education, employment or training) aged 16-18 years; the project W.R.I.T.E. It plans to structure a training program through the use of a teaching method: the "gamification". The gamification we can define it as a set of rules with the aim of applying technical recreational activities that do not directly to do with the game. The gamification in this case, provides a strong incentive to complete the training course designed as a means to convey information effectively, the content in order to improve and speed up the attainment of basic skills, cross and professionalizing as expected in W.R.I.T.E ..
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SHEET W.R.I.T.E.
OBJECTIVES OF THE PROJECT
• support the containment of school dropout phenomena and social exclusion;
• increased opportunities for employment;
• that requests for new professionals;
• flexibility in learning new skills according to didactic and innovative methodological approaches;
• support for learning mobility and employment and the development of new enterprises.
TEACHING METHODOLOGY
• Gamification (Using an active methodology GAME)
SKILLS DEVELOPMENT
• Creating an online training course dynamic and always accessible
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QUALI COMPETENZE
As a result of two studies conducted by all partners in all territories (Survey on school dropout; Survey on needs of companies), the skills on which we will work to increase them and facilitate entry into the labor market are:
1. Social Media Managing and basic computer
2. English language
3. Communication
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HOW?
Game path:
Learning Object (LO) Learning
Methodological Tutor Support / Rating
Forum Support / Rating
Test Rating
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METAPHOR
TRIATHLON
SWIMMING BIKE RUNNING
The metaphor chosen to power the game is that of the triathlon: since we will have the three disciplines of the course, it seemed appropriate and engaging to use a sporting metaphor, with the right balance, interactions could food.
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TECHNOLOGY
The training course will be developed on gamification platform Moodle, an open source LMS platform configured ad hoc, with special plugins and customization for "game" training activities.
Learning objects (LO), products to be integrated in Moodle, will be implemented through the appropriate authoring software, whose output will be compatible with the protocol SCORM 1.2 for the tracking of educational activities, creating the route, report and assessments / certifications .
The SCORM 1.2 content will be accessible, tracers, indexed and usable or reusable in any SCORM compliant platform.
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SCORM
SCORM is a reference standard for communication between e-learning objects and e-learning platforms that provide courses / content.
WHAT FOR?
- Allows tracking and detailed reporting in Moodle host platform.
- You, specifically, the tracking of evaluations and scores, times of use or sessions for specific content LO, the number of attempts, the percentage of progress within a course or answers a user to a specific quiz and if this quiz has been exceeded or not.
All this creates our curriculum «Gamification»
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The «Game» The "Game", learning path, is designed to develop / reinforce the skills emerged from surveys conducted in the following areas:
1. Social Media Managing
2. English language
3. Communication
The idea of the game that we thought is the Triathlon. Each thematic area identified a sports activities will be linked:
1. BIKE >> Social Media Managing
2. SWIMMING >> English language
3. RUNNING >> Communication
The implementation of certain actions on the platform will give users of Points, on the basis of which can expect released Badge, Certificates and Classifications.
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SOCIAL MEDIA MANAGING
1- TARGET
Use, management and understanding of the technical and communicative characteristics of Social Media
2- CONTENTS
Origin of social networks and their relationship with the internet and the previous web
How do you create a personal profile Facebook and configured correctly privacy
As you create and manage a public Facebook page
As you create and manage a profile / page Instagram
As you create and manage a profile Linkedin
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SOCIAL MEDIA MANAGING
3- MODE AND OPERATING REALIZATION
Construction materials and preparation multimedia resources (videos, audio, images, tests, digital lecture notes, e-books, etc ..)
4- EXPECTED RESULTS
Realization and creating pages and Facebook profiles, Instagram and LinkedIn, in order to present their profile on social media also for business purposes.
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ENGLISH LANGUAGE
1- TARGET
Choice of a common language level…
Es. level A1
2- CONTENTS
Es. Grammar – lexical skills…
3- MODE AND OPERATING REALIZATION
Construction materials and preparation multimedia resources (videos, audio, images, tests, digital lecture notes, e-books, etc ..)
4- EXPECTED RESULTS
Es. reading, writing, comprehension…
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COMMUNICATION
1- TARGET
Es. communicative capacity …
2- CONTENTS
Es. Work in teams - Preparation of a C.V. - Introduce yourself …
3- MODE AND OPERATING REALIZATION
Construction materials and preparation multimedia resources (videos, audio, images, tests, digital lecture notes, e-books, etc ..)
4- EXPECTED RESULTS
Es. Good personal presentation, make a proper CV…
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GAMEPLAY - WORKING SCHEME
IL TRIATHLON Forum L.O.1 L.O.2 Verification Certification
discipline
certification interdisciplina
ry
Social media
managing
(BiKE)
Open topic
+ 20 points
Video / slides
+ 30 points
Risorsa
reperita sul web
+30 points
Test of verification
(da 0 a 200 points)
I level (dai 200 points)
II level (dai 300 ai 400
points)
III level (sopra ai 400
points) I level (dai 600
points)
II level (dai 900 ai
1200 points)
III level (sopra ai
1200 points)
English language
(SWIMMING) Open topic
+ 20 points
Video / slides
+ 30 points
Risorsa
reperita sul web
+30 points
Test of verification
(da 0 a 200 points)
I level (dai 200 points)
II level (dai 300 ai 400
points)
III level (sopra ai 400
points)
Communication
(RUNNING) Open topic
+ 20 points
Video / slides
+ 30 points
Risorsa
reperita sul web
+30 points
Test of verification
(da 0 a 200 points)
I level (dai 200 points)
II level (dai 300 ai 400
points)
III level (sopra ai 400
points)
Awards, badges
and certificates Es. Best forum
user
Es. Fastest user
Es. Fastest user Es. Best test user
Es. Leader di classifica per
singola specialità Es. Leader generale
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IL GAMEPLAY - Description
HOW TO PARTICIPATE?
LOG IN and TO PRESENT IN THE FORUM
HOW TO PLAY?
FOLLOWING THE TRAINING
How do I check LEARNING?
CHECKS OF LEARNING AND INTERMEDIATE FINAL
HOW TO ESTABLISHING THE REWARDING ?
DIFFERENT TYPES OF CLASSIFICATION AND AWARDS
WHAT DO I WIN?
CERTIFICATION - CERTIFICATION
Awards Badges
Certificates
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IL GAMEPLAY - Description GLOSSARY: Points / credits - Reward: Collecting points is a very powerful tool to increase participation.
In our case we associate with every action the opportunity to collect points (eg. Write a message on the forum + 10 points, complete a learning object + 30 points, pass a test, 0 to +200 points). Virtual goods - self Expressions: The accumulation of points must allow the user to win, exchange or purchase of virtual goods.
In our case the virtual goods will Badge awarded to the achievement of objective data (eg. Once the communication test with the highest score will be awarded the badge "fastest runner"). Charts - Competition: Rankings are the most effective method to sort and divide the users of a game. This subdivision can be based on various features such as the time spent, the level, the points and performance.
In our case we publish user rankings, considering whether to insert the test resolution time as a discriminating factor in the scores.
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THE PRICES Typical of the gaming awards classification:
points
rewards
certificates
In the project they are included all the points attributed average, the projects that are carried out on the platform, the Badge distributed on the basis of the results for individual stocks or overall standings, certificates obtainable at overcoming the modules.
It is clear that the sort order for the obtaining of the general badge is given from the user ranking.
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REQUESTS TO PARTNER
OPERATING MODE and REALIZATION
Construction materials and preparation multimedia resources (videos, audio, images, tests, digital lecture notes, e-books, etc ..)
Summary / description of the individual learning objects and from topic to
Contents: VIDEO: .MP4 or .AVI format - Max. 30 min - High Quality HD – Resolution: 640×480 SLIDE: PPT format - Even with animations AUDIO: .MP3 format - Max. 30min PDF: PDF format TEST: .xls format - Excel Table
The materials passing materializes via Dropbox or Google Drive
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E-LEARNING AUTHORING
Examples of products that we could create LO: http://www.ispringsolutions.com/ispring-suite/demos
Demos:
Courses
Video Lectures
Quizzes
Dialogue simulations
Screencasts
Interactions
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THANKS FOR YOUR ATTENTION
SEE YOU TOMORROW
TO DEEPEN AND CLARIFY ANY DOUBTS / PERPLEXITY
MARCO - LORETTA
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