The TLT Group
A Non-Profit Organization

FRLV! Oct 20 Gamification Stone Soup - Examples, Not Rumors

  • 20 Oct 2017
  • 2:00 PM - 3:00 PM
  • Online meeting info in Registration Confirmation Email [also check your Junk folder] and via email 24 hours prior to event start


Registration is closed

Gamification Stone Soup - Examples, Not Rumors

Date: October 20 2017 2 pm Eastern

Moderators: Steve Gilbert, TLT Group, Sally Gilbert, TLT Group, Beth Dailey, TLT Group


"Stone Soup" session;  i.e., open exchange and discussion of EXAMPLES, NOT RUMORS, of successful adaptations and USES of online (video) games for teaching/learning in higher education.

I hope you'll disprove my current hypothesis:  

It is NOT easy to adapt or use Online Video Games without losing some of the features essential for their popularity and motivational power.  That's why instructionally effective examples are too rare.  

If you have a Minecraft example, please use this brief Google Form:  "How Minecraft Can Improve Learning(?) Examples, Not Rumors
We'll schedule our NEXT STRUCTURED FridayLive! session re successful examples of gamification in higher ed within the next few week. 

Meanwhile, I hope participants in today's FridayLive! will disprove this line of reasoning:

1.  Yes, Online Video Games are wildly popular, especially among traditional-aged undergrads and younger students.  Yes, many of these games are extraordinarily engaging and motivating.

2.  Yes, Online Learning Quiz Games are improving and slowly gaining course-related usage.  Many include survey, polling, and competitive activities. Many support individual drill and practice and review and small group collaborative learning.  Many are becoming more widely accessible (via many devices and systems).  These games are nowhere near as extraordinarily engaging and motivating as online video games.

3. Yes, Online Game Show Emulations ...same as #2.

4.  BUT, the most successful Online Video Games (and their arcade and game console predecessors) take full(?) advantage of the most recently available features like animation graphics, GUI interfaces, intricate narratives, online community building...


5.  No, it is NOT easy to adapt or use Online Video Games without losing some of the features essential for their popularity and motivational power.  Instructionally effective examples are too rare.  

[6.  Sadly, it IS TOO EASY to describe the power of Online Video Games and to berate educators for not ALREADY harnessing this medium for learning.  Never mind the time, skill, and cost required to emulate the essential features of Online Video Games].


NOTE:  Login instructions for the session will be sent in the Registration Confirmation Email. Please check your Junk folder as sometimes these emails get trapped there. We will also send an additional login reminder 24 hours prior to the start of the event.

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