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Other modern forms of learning

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In this activity, two topics will be presented: gamification and learning through play and service learning.

 

2. Other modern forms of learning

Gamification and learning through play

Gamification is the application of game elements and game mechanics to non-gaming contexts with the aim of increasing engagement, motivation, and learning effectiveness. In education, gamification involves the use of point systems, badges, levels, challenges, and rewards to encourage student participation, develop a competitive and collaborative environment, and strengthen intrinsic motivation.

In contrast to gamification, game-based learning involves the use of games as a teaching tool. Games in this context are not just additions to teaching, but integrated tools for achieving specific learning outcomes. Educational games enable students to acquire knowledge and skills through experiential learning, simulations, and problem-solving situations that reflect real-world challenges. Gamification and games in education are based on constructivist learning theories that emphasize active student participation, contextualization of knowledge, and encouragement of reflection. Based on structured challenges and feedback, students develop critical thinking, decision-making, and collaborative competencies.

Examples of Moodle LMS activities, external plugins and functionality that can be used for gamification:

  1. Badges: Badges are automatically awarded when activity completion requirements are met or point thresholds are reached. Applications include micro-goals, motivation for regular work, and badges that can be exported (published publicly).
  2. Completion Tracking and Conditional Access: By setting conditions for unlocking content after a certain (set of) conditions are met, lessons are structured into “missions” and “levels” (with well-written mission-style instructions that students must complete in order to advance to the next level). Students only progress once they have met clear criteria, which reinforces focus and pacing.
  3. Level Up! (external plugin for Moodle LMS): The points and levels system collects data on student activity in forums, assignments, and tests and displays progress charts. It is used for long-term motivation and to emphasize continued participation.
  4. Stash (external plugin for Moodle LMS): Teachers “hide” virtual objects in parts of the course for students to find and collect. Scenarios include quests, exchanging objects for bonus attempts, or accessing additional materials.
  5. Game (external plugin for Moodle LMS): Questions from the question bank (which are normally used to create tests) are turned into games like Millionaire, Hangman, crossword, etc. It is used for repeating concepts and quickly practicing terminology.
  6. Quizventure (plugin): Questions from the question bank (which are normally used to create tests) are turned into an arcade shooting game where the correct answer is the “target.” It is used in short, motivational checks before class.
  7. H5P interactive content: Interactive Video, Interactive Book, Question Cards, Dialogue Cards, Dictation and many other interactive content allow for scoring, instant feedback and branching. Scenarios include simulations, micro-challenges and lessons with interactive branching.
  8. Lesson: Learning occurs with decisions and feedback in realistic situations. Used for case studies and multi-solution scenarios with step scoring.
  9. Workshop: Peer assessment can be gamified with badges and points for quality feedback. It is suitable for projects and seminars with clear grading rubrics.
  10. Completion Progress / Progress Bar (external plugin for Moodle LMS): Visual progress bars and reminders keep pace and reduce procrastination. Often combined with badges and levels.

Examples of gamification in teaching:

Example 1: “Mission to Safe Dose” in Pharmacology

Students navigate a branching lesson with clinical scenarios in the Moodle LMS. Each decision earns points and unlocks the next “levels,” and short H5P quizzes with instant feedback serve as checkpoints. Badges are awarded for topics mastered, and a progress bar reduces procrastination. A final case study integrates previous decisions and verifies learning outcomes. Leaderboards are hidden from the rest of the students, visible only to the individual student, to maintain motivation without unnecessary competition.

Example 2: “360° Campaign” in Marketing

Teams plan a mini-campaign with weekly quests. Each completed task earns points in the Level Up! add-on and unlocks a mentor tip or case study. In the workshop activity, teams earn points not only for the quality of the campaign, but also for the usefulness of the peer feedback. Through the Stash add-on, the teacher “hides” bonus resources that teams find while exploring the course. The final presentation earns more points, and the reflection sums up the achievements and connects them to the learning outcomes.

Example 3: The “Archival Enigma” in History

Students investigate a controversial local history event in a branching lesson in the Moodle LMS activity Lesson and H5P task. They learn by solving the task, for example by checking the sources of information about local history. With the Stash add-on, they collect “artifacts” of hidden documents and photographs that unlock new clues. Points in the Level Up! add-on reward the quality of notes and responsible citation, and badges are awarded for the correct evaluation of sources. They lead a discussion on causes and effects in the forum, then in the workshop they submit a mini-exhibition plan with an explanation of the narrative and conduct a peer assessment using the rubrics prepared by the teacher. The final reflection connects decisions with outcomes on critical analysis and interpretation of the past.

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