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MOOC 11 April- 27 May 2016 ecampus.itcilo.org

MOOC - ITCILO E-Campus · encouraging the uptake of games into the worlds of commerce, ... game situations ... In particular, during each week Game4Dev MOOC participants will be exposed

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MOOC

11 April- 27 May 2016

ecampus.itcilo.org

A 2013 study by the American Psychological Association highlights the cognitive, motivational, emotional, and social impact games can have on human behaviour. Studies like these are encouraging the uptake of games into the worlds of commerce, the military, and education, among others.

Learning games can increase participant’s interest and engagement in course work through team activities, real-world scenarios, and problem-solving challenges.

Gamification is the integration of gaming elements, mechanics, and frameworks into non-game situations and scenarios for training and motivational purposes.

The game designer Jane McGonigal, in a recent Ted Talk, explained how these game mechanics can be leveraged not only to transform learning but also to tackle the problems of poverty, hunger, climate change, global conflict and more. For this reason, ITCILO intends to increase the awareness of development agencies, UN agencies, non-governmental organizations, individuals especially from the developing countries, towards the use of gamification for development, building a well-framed course.

OBJECTIVES

Recognize the role of gamification and its impact on learning and engagement

Identify main game elements, emerging trends and resources on gamification for development

Plan the main steps in developing a gamification plan

Identify the right tools to implement gamification strategies

Identify metrics and analytics to monitor and measure strategies

Build Game4Dev strategies for institutional purposes and development projects

GAMIFICATION

TARGET GROUPS

ADDRESSING DIFFERENT LEARNING NEEDS

Different learning paths in accordance with learners’ intentions will be provided. Learners will be informed from the beginning about which paths are available and which components support their learning need. This should also facilitate navigation and orientation within the course.

What’s your learning intention within the Game4Dev MOOC?

• I want to get a sense of gamification and how it relates to development challenges

• I want to be able to discuss about gamification and how it relates to development challenges

• I want to take my first step towards developing Gamification strategies for solving development

Overall the Game4Dev MOOC adopts a participatory action-oriented approach, encouraging participants to engage both at content, peer-to-peer and facilitator-to-peers levels. In particular, during each week Game4Dev MOOC participants will be exposed to the following items:

Items

Inspiration Informative resources in different media format

Challenge

Engage on content through an element of fun

Knowledge Check

Knowledge Acquisition Assessments

Output

Templates and Job-aid for the elaboration of proposal evaluated through peer-to-peer

Along the 7 weeks, participants will be guided by different online facilitators who will make sure that the discussion in the Social and Technical Forum is moderated and will provide feedback when necessary and relevant. The MOOC outline will be the following:

METHODOLOGY

LEVEL TITLE LEARNING OBJECTIVES

LEARNING ACTIVITIES DATES

/ WELCOME • Exploration of the MOOC interface and learning materials and familiarization with the activities

• Presentation of the MOOC documentation

Access the overall learning environment Watch the

Introductory message(s) from the team

Update your profile Update your location

on the shared map Access the page

“Success in a MOOC”

Fill in the Survey on Learning Intentions Choose your game

4dev area of interest

11-17 April

Gamification: What? Who? When? Why?

• Recognize the role of gamification and its impact on learning and engagement

• Identify emerging

trends and core resources on gamification for development

Challenge Inspiration Knowledge Check Output

18-24 April

Understanding Game elements

• Identify main game elements

Challenge Inspiration Knowledge Check Output

25 Apr-01 May

Understanding user perspectives

• Identify the main learning theories behind gamification

• Identify the importance of motivation and its psychological influence on engagement

Challenge Inspiration Knowledge Check Output

02-08 May

Building Gamification Strategies

• Analyze the utility of different tools for gamification

• Choose a set of tools

which are relevant for the project

Challenge Inspiration Knowledge Check Output

09-15 May

Monitoring gamification

• Recognize the utility of indicators

• Choose a set of

indicators

Challenge Inspiration Knowledge Check Output

16-22 May

Your Game4Dev Strategies

Challenge Inspiration Output

23-27 May

TEAM

International Training Centre of the ILO Delta Programme

Viale Maestri del Lavoro, 10 10127 Turin – Italy

[email protected] https://ecampus.itcilo.org/enrol/index.php?id

=200

CONTACTS