This particular course was designed on behalf of Vassalou Tsakalaki School of Foreign Languages, to fullfil the needs of their EFL teachers & students who needed a solution for distance learning due to the COVID19 restrictions. The school had already been using a LMS for its students so the needs analysis that was conducted concluded to the assumption that there was an urgency to provide distance learning courses that ould be updated by the school's teachers regularly, without the need for outsourcing an eLearning developer. So instead of one-time courses they wanted courses that could be enhanced whenever needed, mirroring a traditional class, and at the same time keeping the cost low. This meant that pricy authoring tools could not be used.
So the solution to the needs analysis involved two parts:
First the development of the project had to be done. This included using custom plugins as well as coding to create Bootstrap elements that would make the course look and feel better. Then the teachers of the course were assigned and given their custom roles which included the creation of the activities but in a limited way as to not interact with the course's layout in order to prevent potentially fatal mistakes.Next, the gradebook was set up as well as the gamification elements in order to improve student enagement and commitment. After that, 4 series of webinars were conducted in order to train the teachers on how to use the course and how to create their own assignments. Finally the course was optimised to work seamlessly not only on PCs but also on mobile devices.
This is how the final product looks like. You can click on the images to see their respective videos.
|Exercise Type: Interactive Video||Exercise Type: Fill in the gaps|
|Exercise Type: Match the pictures||Exercise Type: Listening|
|Exercise Type: Writting assignment||Student's Gradebook|
|Point System & Leaderboards||Exercise Type: Multiple Choice|
|Progress Checkboard||Exercise Type: Find the words from the grid|
What is the Gamification of Learning? How can Gamification affect the design and sucess of eLearning Programms?
Nowadays countless activities involve us in a process of collecting points. You may get points for buying regularly from your local coffee shop, your neighborhood supermarket or even by travelling with the same airlines. Those are just a few common examples of gamification in the everyday life for most of us.
Gaming is the use of game mechanics in non-playable situations (Detering, Dixon, Khaled, & Nacke, 2011). This way, the game-related elements are used to directly improve the user experience and enhance one’s interest, encouraging greater product loyalty.