Games have many elements that make them powerful vehicles for human higher learning skills. Gamification promotes digital communication, cooperation, and even competition amongst players. Some of the most immersive games have a rich narrative that spawn’s creativity and imagination in E-Learning. Depending on how they are designed, gamification can both teach and test their players. They are incredible packages of teaching, learning, and assessment in education.
Blockchain or Distributed Ledger Technology is a virtual platform to store and control the history of transactions dealing among users of the platform, connected or chained with the network known as blocks. Blockchain technology is able to create a digital ledger that solves many challenges of computing system factors such as transparency, security, trust, traceability, decentralization, cost effective measures. There are many areas of blockchain application in education and these are embedded in the innovative i-LMS system with internal and external stakeholders. IET foresee the numerous applications of blockchain-based ledger to serve benefits to the learning management system:
ELEMENTS OF GAMIFICATION IN HIGHER LEARNING EDUCATION:
1. Giving points for meeting academic objectives.
2. Creating playful barriers and competition within the classroom.
3. Comparing game performance personalized for each student.
4. Rewards in terms of professional certificates and/or networking.
5. Using levels, checkpoints, and other methods of ‘progression’.
6. Grading backward at 0 instead of 100. Assignment earns points towards 100.
7. Creating challenges in the class room games solved in different approaches.
8. Letting students track their progress in a fun/visual/social/personal way.
9. Helping students assume specific perspectives in the gamification role-play.
10. Incentivizing ‘exploration’ of content by offering bonuses in achieving goals.
11. Create challenges with more than one way to solve using a scoreboard chart.
In the class activities, practical project, case study, conference settings and internships, the students no longer have to visit the organizations to absorb knowledge and skills. Through online gamification, the students are able to observed the mimick scenario of the actual atmosphere and conduct the tasks by the instructors. The benefits of gamifications are:
1. Giving points for meeting academic objectives
With rewards and points of achievements. For example, the tasks are worth 1 point, a correct answer with 1 piece of evidence is worth 2 points, a correct answer + 2 pieces of evidence = 3 points.
2. Giving points for meeting procedural/non-academic objectives
Need to solve a classroom issue such as shortening the time it takes to check homework. All students who have their homework out ready to be checked before being prompted by the lecturers or instructors achieve tokens or points of reward.
3. Creating playful barriers
These sorts of barriers can be academic or behavioral, social or private, creative, or logistical. The point is, one of the primary tenets of gamification is the use of encouragement mechanics through the application of playful barriers–challenges, for example, a team presentation will observe the teamwork, team structure and team effort is motivated by rewards given by the gamification procedures.
4. Creating competition within the classroom
Lecturers vs. Class: Students must follow a rule that the teaching sets. Anytime a student follows the rule, the Class gets a point. Anytime a student does not follow a rule, the lecturer gets a point. This is particularly great for introducing procedures and behavioral expectations. If the class wins, use a sustainable reward, such as providing certificates, or a 10-minute class break, or fewer homework problems.
5. Comparing and reflecting on performance
Comparing personalized performance for each student at the end of some video game levels, the player’s performance is broken down into countless details offering enormous data, achievements, and ways to reflect and document their performance and compare.
6. Creating a range of unique rewards desirable for a range of unique students
Rewards in terms of professional certificates, networking with companies or being employed with the faculty is desirable for higher learning students. Attending free conferences or publishing free articles is also a means of giving motivation which is unique to life- long learners. The rewards are embedded in the gamification system.
7. Using levels, checkpoints, and other methods of ‘progression’
Track points over multiple classes, when students reach an important milestone such as 100 points let them level up, as they progress further give out sustainable milestone rewards. Competitive students will race to have the highest level in their class and grade which can be leveraged by creating own quests.
8. Grading backward—start grading at 0 instead of 100.
Every assignment, demonstrated mastery of skill, or desired behavior earns points for them towards 100/letter grade/certificate, or whatever reward you’d like to provide.
9. Creating challenges in the class room games
With more than one way to be solved and emphasize the different approaches for industry solutions.
10. Student’s own goals and tracker
Letting students set their own goals, then track their own progress in a fun/visual/social/personal way.
11. Helping students assume specific perspectives in learning
As a judge, designer, father, etc. This element of fantasy role-play is a big draw of video games.
12. Incentivizing student ‘exploration’ of content
by offering bonuses or benefits of achieving supplementary goals beyond the main lesson objective itself.
13. Create problems or challenges with more than one way to solve
In research projects Bonus: Using a scoreboard seating chart. Draw or project a seating chart onto a whiteboard/screen, and then award students points for all activities that you want to incentivize with sustainable rewards/recognitions at different point levels.