Adventures in Technology Enhanced Learning @ UoP

Category: Online Learning (Page 4 of 4)

Gamification in Moodle – a brief introduction

Learning through play is obviously nothing new, it is one of the main ways children learn. The fun element in play means that children become absorbed in what they are doing, not even realising they are acquiring useful skills. Gamification, however, is not simply about learning through playing, it’s about “the application of game dynamics and game mechanics to make learning goals more appealing and achievable” (Squire, K  2003). Moodle provides an excellent set of tools that can be harnessed to bring an element of gaming into learning, but more on that later.

Introducing elements of gamification may be fun, but does it bring with it positive benefits and improved outcomes for the learner? On the face of it, research would seem to show that gamification does indeed lead to improved student engagement and motivation. For example an experiment involving High School students in America showed that where game elements were used in Moodle, enthusiasm and motivation levels were higher among the group using gamification as opposed to the group not using it 1. There was an even greater (negative) effect on motivational behaviour where gamification was used and then removed. Similarly a review of literature on gamification found  that “indeed, gamification does work” 2. While both studies came with caveats (the main one being the relatively small size of the study groups), indications are that more gaming dynamics should be used in Moodle, exploiting both the competitive and collaborative traits most people naturally possess. This in turn can improve student engagement and motivation, both important (but by no means sole) elements in improving overall attainment. Speaking anecdotally, introducing a competitive element in learning does, under certain circumstances, seem to improve student achievement especially among boys.

The issue of educational underachievement among certain social groups was highlighted in a 2016 report by the Guardian Online 3 which published research showing that just 24% of white boys from poorer backgrounds achieved the benchmark of five good GCSEs, the figure for girls was 32%. While other groups, from the same economic background, showed a significant improvement in achieving this benchmark, this was not the case for white working class boys among whom attainment levels remain “stubbornly low”. Thus while all students would seem to benefit from gamification, I have seen it particularly help boys from poorer backgrounds where engagement in the learning process can be more problematic. Poor achievement at GCSE level often impacts on achievement at a higher level, but even at HE level the use of “serious games” can “intrigue learners during the process of learning” 4 . So while gamification should be used for the benefit of all students, perhaps its main benefits will be among those groups who struggle more than others to fully engage with their learning.

Moodle contains a wide range of opportunities for gamification without necessarily needing specific game style technology. A standard Moodle course can be designed in such a way as to incorporate game orientated activities. In a paper presented at the international eLearning conference 5, Somova provided just such an example whereby the different sections of a Moodle course were designed as a games level. Each level requires students to achieve specific learning objectives with points and badges awarded when predetermined criteria were met. Conditional access, based on activity completion, is used to direct students through the various ‘game’ levels with learners receiving points for assessed activities, which in turn are used to award badges. A badge per level is available, earned as activities are completed and a set level of attainment is reached (eg 70% for a quiz).  As the learner progresses so the levels are made more demanding and involve different type of activities such as group activities to encourage collaboration.

In ‘Gamification with Moodle’ 6 Denmeade (2015) identifies, among others, the following Moodle activities ideal for gamification:

Forum posts – these can be set up for peer ratings or brain teasers.

Quizzes – either team or individual leaderboards can be used to create a competitive element to the exercise.

Feedback module – can be used to set up an interactive pathway based on answers. If questions are answered incorrectly, students can be directed to further reading.

Assignments – custom grading can be used to quickly set up gaming levels, for example Bronze, Silver and Gold

Lessons – progress through lessons can be gamified by setting up prerequisites, such as time limits etc, with advancement to subsequent lessons being made increasingly difficult (or easy depending on ability, or the final goal of the lesson). Lessons can also be used to create different pathways through an exercise, based on student responses to questions and so allow for differentiation by task.

H5P – H5P contains a variety of tools that contain an element of gamification, though the drawback is that the outcomes of some exercises may not be saved in Moodle.

Beyond Moodle there are a huge variety of online gaming tools that can be used by students. https://sites.google.com/site/technologyenhancedlearning/ contains an index of a wide range of eLearning tools that can be used as stand alone learning ‘games’.

While careful initial planning is needed to ensure the above activities are properly prepared to be both academically robust and contain elements of game dynamics, once created they are reusable, and much of the marking is done by Moodle itself. If, at the end of the day, students are more engaged and more are achieving required learning outcomes then the time spent preparing is time well spent. Gamification is clearly not the only answer to tackling underachievement, or a guarantee of improving student outcomes, but it might provide a useful additional tool in helping engage students in their learning.

Amriani, A et al (2013,October) An empirical study of gamification impact on e-Learning environment. Retrieved from
https://ieeexplore.ieee.org/document/6967110/#full-text-section

2 Hamari J et al Does Gamification Work? — A Literature Review of Empirical Studies on Gamification 2014, 47th Hawaii International Conference on System Science. Available via https://people.uta.fi/~kljuham/2014-hamari_et_al-does_gamification_work.pdf

3 Weale, S. (2016, November) Schools must focus on struggling white working-class pupils, says UK charity retrieved from 
https://www.theguardian.com/education/2016/nov/10/schools-focus-struggling-white-working-class-pupils-uk

Somova, E. and Gachkova, M. An Attempt for Gamification of Learning in Moodle Available via http://www.elearning-conf.eu/docs/cp16/paper-31.pdf

Somova, E. and Gachkova, M. An Attempt for Gamification of Learning in Moodle Available via http://www.elearning-conf.eu/docs/cp16/paper-31.pdf

6 Denmeade, N. (2015). Gamification with Moodle.  Birmingham: Packt Publishing Ltd

Image credits: Photo by Clem Onojeghuo   and pan xiaozhen on Unsplash

Lynda online learning – user survey

User survey

Since August 2017 all students and staff at University of Portsmouth have had access to Lynda.com, an online, on-demand learning resource designed to help users gain new technical, business and creative skills.

Lynda.com can be used in numerous ways. A student, for example, might use it as part of their course, or to learn additional skills such as Excel. A member of staff might use it for personal development, or to embed its resources into Moodle, create playlists and support students. We’d really like to learn about your experience of using Lynda since it was launched – so please take a couple of minutes to complete our user survey. Results from the survey will go towards improving and tailoring our provision of digital resources.

University of Portsmouth Lynda.com User Survey

Never heard of Lynda.com?

If you still haven’t used Lynda.com you’ve been missing out! Nearly 3,500 staff and students have used it since we launched, accumulating over 4,000 hours of instructional time. Lynda.com is available anytime, on any device, and as well as supporting your own learning it is possible to share courses, create playlists, and embed courses into Moodle – all helping to support the learning of students and staff.

With Lynda.com you get:

  • Unlimited access –  Choose from more than 5,000 video tutorials covering business, creative and technology topics.
  • Relevant recommendations –  Explore the most in-demand skills based on your interests.
  • Expert instructors –  Learn from industry leaders, all in one place.
  • Convenient learning –  Access courses on your schedule, from any desktop or mobile device.
  • Helpful resources –  Reinforce new knowledge with quizzes, exercise files and coding practice windows.
  • Relevant content – Map content to support the learning of your students and staff.

For further information:

www.port.ac.uk/lynda

Online Training for everyone – Lynda.com

adrian.sharkey@port.ac.uk

@adrianjsharkey

Interactive Classroom Tools – Some Advice for Students

In some classroom situations your lecturer might decide to use interactive tools that require you (the student) to have access to a connected device (phone, tablet or laptop). When lecturers do this, the work traditionally reserved for in-class teaching can be done outside of lesson time. For  example, you could be asked to watch and investigate the subject of a lesson before even entering the classroom – then in class you are in a position to contribute and shape discussion. This approach is not about a lecturer talking at you for two hours – it’s about you being an active part of the process. This might require a shift in your working practice. This can be daunting at first – but don’t let it worry you!

Some people assume that if anyone starts university today having grown up in the 21st century then they must be an expert in all areas of technology. This assumption is, of course, false. While you may be technically proficient with a range of electronic devices, the question for you is: “Have I used my devices for more than just social media or games? Have I used them to develop my higher level thinking skills, or for more in-depth researching techniques than Google and Wikipedia can provide?”

The answer might be “possibly not” – but if it is, don’t worry: you need to learn to ask for help in areas where you are unsure or uncertain of how to proceed. Even seemingly ‘simple’ problems regarding Word, Excel or similar software might pose challenges. To this day I am a limited Excel user; although I’m definitely not a technophobe, my capabilities with the software are not what many would expect. However, now that the University has a full campus licence for Lynda.com I am able to develop my skills at a time of my choosing. Asking for help should not be seen as a problem or as an admission of failure: it’s a means of  making your life easier for the next three  years (and indeed for life after university). The finest minds are always asking questions and attempting to learn more to better themselves and by extension of those around them.

Two areas that lecturers are investigating are Social Media and Collaborative Learning – but it is down to you, the learner, to help shape the platform on which material is being delivered. Would you engage with course material on Facebook? Can you help develop an academics idea of how best to use Twitter in the classroom? These conversations are taking place and you should not be afraid to take part in them.

If you are unsure of how to participate in these conversations then please contact us and let us help. We deliver training to academics about future technologies and how they can be used in class, but we don’t always get the responses of how that has worked from the student perspective. We’d love to hear from you!

Image Credits: Photo by Ross Findon on Unsplash

Ross Findon

Turnitin – Multiple Markers

*Currently we have had to disable this feature for some standard functionality to work, we will look at reactivating it as soon as a more stable version is available.*

Turnitin, as we all know, allows students to submit their work electronically and get a ‘similarity report’ – a comparison of the submitted work against a vast database of existing papers and websites. Academics have access to the similarity reports, which can be a great help in cases where they suspect a student might have committed plagiarism. Turnitin, through features such as comment banks and drag-and-drop comments, also works well for marking work electronically.

While we have been using Turnitin at Portsmouth for many years, the interface has changed somewhat; it’s now called Feedback Studio.

Feedback Studio has a much cleaner interface than the classic version of Turnitin, and it now works within a mobile device without needing to install the Turnitin app (which is only available on iPad).

The newest feature to become available is Multiple Markers, which is currently in beta. Multiple Markers helps with second marking. A marker’s initials are placed next to any comment or quickmark that has been placed into the document. As you can see from the image, there are three comments here: two from the first marker (with initials PQ; you can see the bubble comment and quickmark added to the text) and one from the second marker (with initials TL; the initials are placed next to a bubble comment). Any plain text comments or strikethroughs are not initialled.

Multiple Markers is a great feature for academics who need the ability to share marking or do second marking, while students can quickly and easily see where different markers have annotated their work.

Skills4StudyCampus – online study skills support

Many students who arrive at the University often fall short of the necessary study skills required for them to achieve their academic goals. With the support of the Academic Skills Unit (ASK) students are able to enhance their skills by attending workshops and one-to-one sessions, as well as receive paper handouts. However, the University have also invested in a licence for the Palgrave MacMillan resource Skills4StudyCampus which is available to our students online.

Skills4StudyCampus is an interactive online tool that allows students to prepare for studying at university level and to help them develop their study skills. There are 6 modules: Getting ready for academic study; Reading and note-taking; Critical thinking skills; Writing skills; Exam skills; and Time management.

Skills4StudyCampus Moodle site ‘Skills4Study@Portsmouth’

Students can access this resource by logging into Moodle and selecting the site Skills4Study@Portsmouth from the ‘Useful Sites’ drop-down menu.

Students are then free to actively participate in activities as and when they need to. The modules include: diagnostic tests to help students recognise areas in which they need to improve their skills; self assessment tasks to help them gain a deeper understanding of their knowledge and skills; interactive activities to help reinforce the skills and knowledge they have learnt; and module assessments to test understanding of what has been learnt. Students can also use the My Journal feature which allows them to make notes and reflect on their learning.

The modules have been designed to suit different types of learners and has been created to support students with accessibility issues.

Embed Skills4StudyCampus into your Moodle course units
Skills4StudyCampus modules / sections can now be easily embedded directly into a Moodle course unit using the External tool activity.

To find out more on how to embed sections of this resource into your Moodle course unit, log into Moodle and select ‘Staff Help Site’ from the ‘Help Sites’ drop-down menu. You will then find a section that will provide you with guidance along with the generated embedding links.

The future of FutureLearn

FutureLearn – the first UK-led MOOC platform – is now in its fifth year of operation. It was launched in December 2012 by 12 UK universities, led by the Open University, and quickly established itself as a popular venue for people interested in learning online. From personal experience I’d argue that the MOOC offerings on FutureLearn tend to suffer from the same issues as those on similar digital education platforms – teaching can be of variable quality and attrition rates are high – but many people have chosen to study one or more of its courses: at the time of writing 5,758,685 learners (including most members of the TEL team here at Portsmouth) have signed up to FutureLearn. The FutureLearn consortium itself has grown too: it now features 109 partners. The majority of partners are UK universities, but non-UK universities are also on board; furthermore, FutureLearn is unique in this sector by allowing non-university partners such as the British Museum and the European Space Agency to deliver courses on the platform.

So FutureLearn’s growth has been impressive. But can it continue to grow in the way it has over the past four years? Perhaps not.

When it first launched, one of the key selling points of FutureLearn was its promise of free learning: anyone could register on a course and start learning with like-minded people. Students had to pay if they wanted certificates/statements of participation, but access to tests was free as was unlimited access to course content (even after the end of a course). This ‘free’ provision of content is a wonderful notion, but from the start there was a question mark surrounding the financial sustainability of this model.

The creation, delivery and administration of high-quality online learning courses is expensive. Extremely expensive. It came as no surprise recently, then, to learn that FutureLearn are introducing elements of a “freemium” model (see their blog post for more details). For courses starting on or after 6 March 2017 students will still get access to free online courses, but now they’ll have to “upgrade” if they want to get features that were previously free of charge. In particular, if students want access to tests or to access content more than 14 days after the end of the course then they’ll have to stump up between £24 to £69 (depending on the course).

FutureLearn is not the only successful MOOC platform in existence – and it’s not the only one that has changed its terms and conditions. Like FutureLearn, Coursera – a US-led educational technology company offering MOOCs – was founded in 2012; and like FutureLearn it started out with more free features on offer than at any time since. Registering and attending courses on Coursera is free, but an upgraded subscription offers more privileges and features. The income from learners who pay for the extra features is small, because the majority of users are content to use the free service and have slightly restricted access. While this access might be enough to acquire knowledge, it is not sufficient to acquire a Coursera ‘certificate’. And it seems that the students who pay for the extra features are more likely to complete the course on which they enrolled (they may be more motivated because they do not want to waste the money they spent; they may be motivated by the certificate they will get upon successful completion of their course; or they may feel better supported by the extra features they enjoy). Perhaps that is one of the reasons – among other more utilitarian ones such as marketing – that Coursera has managed to attract both academic and private sponsors, who give funding to prospective students following a quick application.

The FutureLearn business model, then, now seems to be the following. A small number of learners purchase the benefits provided by the upgrade; this provides enough income to permit free (but slightly restricted) access for all other learners. In these challenging times for HE, it will be interesting to see whether FutureLearn’s new business model will provide a financially sustainable future for the platform.

 

Image credits: https://www.flickr.com/photos/47572798@N00/8397808475/sizes/z/

3 eLearning definitions for new University students.

After the stress of sitting A-level exams passes, and the last of the summer fades, the realisation dawns that you are about to start university. For many of you the first few weeks of university will constitute your first real taste of freedom away from your family home, and getting settled here at Portsmouth will be high on the agenda. You will rightly be concerned about making friends, joining clubs and societies, and exploring your new environment. Of course beginning your studies  is important too, so in this article I have tried to create a quick summary of what is to come in terms of eLearning.

In this post I have picked out the top three most commonly used terms that occur around the University. There are, however, many phrases, abbreviations and acronyms that you may hear which will soon become part of your own life’s lexicon. The Technology Enhanced Learning (TEL) team has a glossary of eLearning terms that you might also find useful.

So the three terms that will be most likely to be relevant from your first day at university are:

  1. VLE.This stands for Virtual Learning Environment; at Portsmouth, this is Moodle. This is the place where academics and administration teams provide information, learning materials and interactive activities for you to complete during your course. Moodle is normally the place where you take quizzes, submit assignments and check your writing for plagiarism.
  2. Plagiarism.Plagiarism is essentially the copying of other people’s work and passing it off as your own – a serious academic offence. To help with this, the University makes use of software called Turnitin. Turnitin checks your work against its vast database of past papers, journals and internet sources for similarities; although many people refer to it as a plagiarism checker, all it’s really doing is checking how similar your work is to existing sources. Our Youtube playlist looks at Turnitin and Moodle Assessment to help you understand how to use the software. If Turnitin returns your work with a high similarity score the problem might not be plagiarism, but poor academic referencing. Which brings us to the third term I want to discuss.
  3. Referencing.Correct citation and referencing will help you to avoid high similarity scores in Turnitin – and might help you gain marks. Plenty of help is available. The University Library, for example, offers a comprehensive referencing tool to help you; and the Academic Skills Unit provide guidance and workshops on a range of subjects, including referencing – and in academic writing more generally. This video was produced by one of the ASK tutors called ‘One way to write an essay’ that will help you start, plan and execute your academic writing style.

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These definitions are just the first step into eLearning at the University. We hope you find them useful but remember they are by no means the exhaustive list of terms or services that can help you complete your studies. For instance, Lynda.com has been rolled out for the first time at the University and has increased the depth of resources for both staff and students. Read more about this provision in this blog post.

Header image taken from Unsplash.com under a free to use license.

João Silas

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