Gamified Mmooc?


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Dear friends, these past days I’ve been talking with Joe Corneli on gamified the mmooc (minimal massive open online courses). I must say that when I discovered the theory of gamification I found it really interesting to use in my courses, eventually I was able to save some tools that can benefit our students and courses using some mechanical of game, not all are good for everything, I consider that this point must be studied carefully, what would be appropriate and in what context?, in this case in collaborative work, in search of methodologies to motivate and engage mmooc participants in order to  finish the course with,  the use of concept learned and  knowledge in their day a day work and personal life, I believe that this is a fascinating subject.

We will continue on this path of research in which all comments are welcome.
So, and, in order to continue this discussion, I leave…

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Learning from Each Other Designing for social interaction, can we use it for mmoocs?

From my blog


Successful social interaction relies on trust and connection-making, yet a key challenge in digital environments is the disconnected and faceless experience they can provide. This is where design can play a powerful role.

In my book Interface Design for Learning I look at how to design for users when they are in the process of learning something—be it a new software feature, a new skill, or as part of a community of practice. The edited excerpt below focuses on strategies for supporting community-building, collaborative learning, and successful social interaction online.

Design for Rich Identities

Communities are defined by the people in them, so allowing individuals to create identities online helps them express themselves, feel included, connect with…

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Dressing Activities as a Game is Enough to Shift Motivation, psychology study finds


This is a segment of the original article. Click the «Read More» link at the bottom of the article to see it in full. I did not write this nor do I claim to. This is all curated content that I have read and found interesting.

Lieberoth - 2014 - Shallow Gamification Testing Psychological Effects of Framing an Activity as a Game

Or at least, that’s what our study at Aarhus University found. Something had been bothering me for a while about gamification – both as a game scientist and as a psychologist trained in evidence based practice. All this talk of gamification involves a lot of yphe and claims about game elements like badges, levels and achievements, but pundits never bother to dissociate the effects of each such mechanic. Would it make a difference if we removed, say, the leaderboards? What if we took all the game rules out? What if visually and verbally presenting something as a game is just as important as the game mechanics?

The discourse around gamification also likes to cite Edward Deci and Richard Ryan’s intrinsic motivation as an outcome of gamification. Well, guess what? I’ve been teaching that theory for years. Psychologists can measure that! So we did an experiment, which is now published online in Games and Culture, demonstrating that presenting an activity as a game meant just as much as the game mechanics behind it. I’ll walk you through our thinking, the experiment, the results, and why I now advocate a more piecemeal and controlled experimental approach to gamification …read more

Why does Gamification Fail?

About this article and in general I see there is a variable that is never taken into account and it is the need for flexibility in any project, whether gamified, educate, persuade, ecc.

If we are flexible and communicate that we are, we can always change things when problems arise, any action, we can make online, should start from this premise. (it is my idea now a day).
We live in a medium in which what we now think and preach, probably tomorrow will no longer be valid and that is why I recommend having carefully with our ideas, that is, not presenting them as if they were an absolute truth, but try always a assessment of what we do among our peers and always ask for feedback to improve our work, Andrzey is quite right in points touching but may also sometimes Leaking some things, which does not mean that their theories are really interesting as interesting has been its description and analysis of the psychology of the players (user) that if well studied can help us greatly in our activity, It have served me well in my educational work and on the design of online courses, only a little gamification is always beneficial but neither should abuse it.
I’m sure this article will interest you.

Julia Echeverría


A question I get asked a lot is, “Why does gamification fail?”. Gartner said that by 2014, 80% of gamified systems will fail due to poor design. My question is, what is poor design? I had thought that it was really just implementing “thin layer” points, badges and leader boards to a system that was already not working. Whilst that is true, it actually misses out on some important extra factors.

So, with that in mind, here are some reasons that I feel will contribute to gamification not working.

Sticking Plasters

Of course I have to start with thin layer gamification. I’ve said it many times, you can’t polish a turd. If you stick a thin layer of gamification on a broken system, it will have no long term effect. If your expenses system is so hard to use that people are often late, or don’t bother using it – consider why before you consider gamification. Is it because you need 40 video tutorials to understand how it works? If that is the case, the system probably needs to be simplified. If that is not possible, how about gamifiying the tutorials, so at least people watch them and know how to use the system!

Bad Game, Bad Game

Another big reason gamification doesn’t work, no matter how well thought out the technicalities of it are, is that it just isn’t engaging. I’m not a rocket scientist. I can read up on the subject and understand the principles, but at the end of the day, I’m not going to try and build a space rocket in my back garden. That being the case, why are so many non game designers trying to build games? Often the things being built that in the designers own words are “meant to be fun”, just aren’t It is hard to make a good game, it is also hard to take game elements and make an engaging experience.

No Rules

Sometimes it can all go wrong because you don’t set the boundaries clearly enough. If there is a way to cheat in a system, someone will find it. You either have to include that “emergent” game play into your system – or you have to make sure that it is not possible. Clearly define the rules up front and if possible enforce them automatically so that there can be no question in peoples mind of what the rules are!

The Wrong Type of Gamification

If you design a system that really encourages a structured learning process, where people have to achieve certain levels of expertise before moving on, then achieverswill love it (using my user types), but other users such as free spirits andphilanthropists will be far less interested. You have to cover more bases than that, unless you are trying to get only one type of user to use the system. If it is a learning system, allow the philanthropists to answer peoples questions, give thesocialisers a way to communicate. Let the free spirits create their own modules and explore the content in their own way. Finally, let the players (remembering that players are a group of users in their own right in my user types) earn points and badges.

The Wrong Type of User

The final one I want to look at is the actual user. You may have a wonderful system that is designed to cover every user type there is. You may have perfectly balanced your user journey and your reward systems with intrinsic motivation. So why is it not working? Possibly because you are trying to gamify someone who just isn’t interested? You have to consider the people involved. Are they disengaged because there is a bit of their role that is not very interesting. For instance, do they not bother to enter sales calls, even though the system is easy to use? Then maybe you can gamify that. However, what if there is a person who just isn’t into sales. What if they are the wrong person in the wrong job? Gamification is never going to engage them in a role they just plain don’t like. It could actually make it worse. But, game thinking still has the answer. Allow them to evolve beyond their current role. A boss rules people, a leader encourages and nurtures them. They are not afraid to help people achieve everything they can. Gamification may not be the way, but a simple understanding of what makes people tick can.

Contrary to popular belief, gamification and game thinking is not bullshit. Sadly, many of the implementations we have seen and some of the people who are talking about it, do have the faint odour of manure about them.

Gamification is not always the answer. Sometimes it is much easier than that. Look really hard at why you want to gamify something in the first place. You may be able to solve your engagement problem far more quickly and cost effectively if you just improve the foundations of what you are building first. You have to have good foundations and a solid structure before you start painting the walls.

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MMOOCs: Minimal Massive open online courses

Cambiando los moocs en el intento de mejorar la calidad de los cursos.
Espero que os guste.
Desde mi blog


Dear friends, I am in a line of work trying to conclude that MOOCs should not be so massive, this, in order to make quality education, this does not mean that those should not be free, but to see how can make a filter of interested participant who intend to finish the course, so the quality, feedback, collaborative work would be possible and for us, teachers and course designers, could use the free tools that otherwise is it impossible to handle, which is why I’m doing a research on how to improve MOOCs changing the acronym to MMoocs.  

This would be one of the ideas, others will come as far as progress in my work and with the help of  collaborative working groups as

Have a great day

Julia Echeverria Moran

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Cinco ventajas del uso de tablets en educación

Excelente artículo, por si acaso a alguien le quedaba alguna duda.

Arcanus's Random Stuffs

Cinco ventajas del uso de tablets en educación

Son muchos los centros que se plantean cambiar su modelo educativo para incluir las tabletas en el aula.

Aunque todavía no disponemos de suficiente experiencia como para poder saber si este tipo de dispositivos son capaces de producir los efectos que deseamos, o si por el contrario, tras la primera etapa en la que los alumnos se encuentran altamente motivados, acaban siendo un cacharro más que queda abandonado en algún armario a la espera de poder ser utilizado en momentos muy concretos, podemos nombrar algunas ventajas que nos parecen lo suficientemente significativas como para que sean tomadas en cuenta:

1. Las tabletas tienen algunas cualidades específicas que hacen que sea óptimas para su uso en educación: el tamaño, el peso, la mayor duración de la batería en los últimos modelos, y la estabilidad de los sistemas operativos y las aplicaciones son algunas de ellas.

2. El modelo de enseñanza…

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Researching about Moocs problems in a peer to peer collaboration.

Comparto este post desde mi blog en la creencia que podría resultar interesante también para vosotros, lectores y amigos.


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Following my research on the problem of why the MOOCs are having problems, in the sense that participation and especially if 100 percent of the people who enroll in a course, only 5% ends courses and fully complete it (this figure may vary in many cases and let say that between 5 to 20 percent), I’ve find this great article (wich link I will provide to the end of this posts) that somehow tells us about the creator of Udacity and his ideas about Moocs. He has been doing changing over the years to make students learn and benefit from this kind of courses and why not to tell, to take a profit of it.
The issue has been raised from various points of view, I invite you to read the article.
Personally, I consider that an issue to be addressed would be how to encourage students to a…

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