1. Summary and game thinking.
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The goal of this project, is to design an E-learning course about “digital competences”. I am going to use 2 game thinking.
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Serious game thinking because I will alternate reality with games. That means that my design will develop real case with a bit of fiction. This means that I will need to develop a tool or find it on the Web 2.0 (open source). I will use some fiction to evaluate the student/player learning and their achievement of competence trough the course.
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Gamification, because this course will have goals, rules and immediate feed back.
2. Type of players, analyze the core target.
Nowadays, it is really necessary for a teacher and for every one that have to work in a modern company or in any other place were it’s needed to have some digital competences. So the people that will take this course, may be come from a school, or a company business, or a government organization. It’s possible that some of them won’t be pleased to take this course because they are afraid to fail or just think that they don’t need it: this kind of student can become a Disruptor. Others one can loves it and this can be the socializer, some others was asking for it with a free spirit, and other search and find the course that they are going to take that mean that this can be an achiever, and finally we will also have the philanthropists but the main thinking is that every student, lets say player, “need to learn this competences”. So, the student goal, will be to learn, use and practice with what they will be learning.
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3. The key actions I am going to use in order to encourage the student/players to go on with the course with motivation and to engage them.
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In the beginning, it is necessary to think in giving the students/players an E-learning experience in order to motivate them to be engaged in the process of learning this course about “digital competence”.
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Then it is necessary to guide them through the learning with immediate feed back to reinforce their comprehension.
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By using some serious game thinking, we will have to provide an E-learning experience by using for example, a design quiz questionnaire, where, for every right answer the student will have a plant or a tree, and it will go on growing, but if the answer is wrong, the tree will loose it’s leafes.
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The course will provide the player real experience, realistic practice and authentic tools and context.
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Try to be as flexible as possible with the players needs, so in this case, the best will be the personal experience with the teacher/tutor.
Julia Echeverría Moran