A Rubric for Gamification of Learning?

14 05 2013

Grace Windsheimer teaches Computer Applications Online at Columbia Gorge Community College in Oregon. Grace recently designed two new introductory computer applications courses in 3D GameLab, a quest-based learning platform that uses game mechanics likes quests, rewards, badges, and player cards to support personalized and mastery learning. Her school is a QM (Quality Matters) institution, so each new online course undergoes a review by trained QM reviewers at the school to ensure it meets standards for online learning.

Paula Ascher, Distance Learning and Instructional Technology Coordinator at the school was a reviewer on Grace’s course. As she reviewed the class using QMs rubric, she realized that there were aspects of quality “gamification” that weren’t present in the rubric, so she began to create some of those herself. This led to a larger discussion among EDUCAUSE’s Games & Learning Constituent Group, including Deb Adair, from Quality Matters.

Take a look at Paula’s Gamification Rubric in-progress, and let her know what you think!

For comments, you can reach Paula directly at PAscher@cgcc.cc.or.us
To learn more about 3D GameLab: http://3dgamelab.com





The Power of Quest-Based Learning

30 03 2013

This last week has been an interesting ride as we began working with director Brett Smith to create a series of videos that help define the features of 3D GameLab.  We had a lot of fun on the set where I learned Chris is not only an excellent teacher, speaker, and researcher, but he’s also a great actor!

Brett has worked with us in the past, and we are extremely thankful to have his talents as a Hollywood movie and game trailer producer.  Check out his show reel, and you’ll see why Brett is perfect for helping us translate a cool educational experience into a videos that work for today’s educators.

Enjoy!







Fun on the Set

26 03 2013

We had a great shoot on the set of 3D GameLab yesterday, as we’re preparing informational videos to launch our new website.

Many thanks to Tri-Digital Group for allowing us to use their awesome studio in Boise, and providing the talents of Tony Anderson to shoot the video.  Director Brett Smith did a fantastic job leading the team through the day, and working on post-production.  We can’t wait to see the final videos!

Check out some outtakes of Dr. Chris.  Just for fun.





Understanding Quest-Based Learning

16 03 2013

My colleague, Chris Haskell, recently pulled together some of his research findings into a white paper on Understanding Quest-Based Learning (QBL) in the classroom. I thought the graphic comparing a traditional “gradebook” course to a quest-based course was interesting. The non-linear aspects of QBL do provide a mechanism for creating personalized learning pathways through curriculum. Our current challenge is to keep drilling into the data to find out what variables promote a successful non-linear learning experience, and how we can better incorporate those into our designs. Enjoy!

Screen Shot 2013-03-16 at 3.51.53 PM





Spring Teacher Camp Around the Corner!

7 03 2013

Spring 2013 Teacher CampWow, it’s finally here…the official public launch of 3D GameLab!  We have a soft launch planned for the end of April, and go full steam into a Spring Teacher Camp, fully online, starting May 1st.  3D GameLab will open its doors by offering year-round professional development, and tool access, for an annual fee of $245.  For those teachers who just want to use the software without attending camp, we’ll offer our basic accounts later this summer once we’ve accumulated additional funding to support everyone, so please sign up on our Waiting List!

We’re welcoming back former guild officers, Mark Suter and Kae Novak, and super excited to be bringing on board Tracie Hightower and Bill Krebs.  Check out our quest strands for May and we hope to see you there!  All beta players are welcomed back from prior camps to enjoy another year in 3D GameLab on us.  It pays to play beta!  More to come, stay tuned….





Teen GameLab Summer Camp – woot!

4 03 2013

A sneak peak for the curious…yes, we are hosting a teen game design summer camp in August, fully online!  Play, design, build, test, and showcase your games.  Previous coding experience not necessary to participate, but game developers will find great information on storyboarding, rules, rewards, outcomes, audio, animation, adventure maps, interact with actual game designers from software companies, and more!

Stay tuned to our new Teen GameLab site for more information!





GoGo Labs Becomes First Boise State Start-up Company

4 02 2013

Reprinted from Boise State University Update
http://news.boisestate.edu/update/2013/01/24/gogo-labs-becomes-first-boise-state-start-up-company/

Boise State University has joined an elite group of research universities that have a launched a start-up company after licensing an online gaming platform developed by university faculty to a new venture, GoGo Labs, that will introduce the software product to the marketplace.

GoGo Labs founder Lisa Dawley, a national expert on learning environments and a former professor and chair in Boise State’s Department of Educational Technology, developed the software with educational technology faculty member Chris Haskell while at Boise State. Collaborating with the university’s Office of University and Industry Ventures (UIV) in the Division of Research and Economic Development, Dawley and Haskell worked to refine, test and market the software product that provides technology-based learning opportunities.

“Boise State thrives on innovation,” said Bob Kustra, president of Boise State, “and this launch is a great byproduct of that atmosphere and the mechanisms now in place to encourage entrepreneurship on our campus. And what a great new teaching tool. As any parent or grandparent knows, today’s kids ‘get’ games.”

The licensing agreement is “a great example of the technology transfer program and faculty working together to strategically plan and support technology innovation and commercialization in the Treasure Valley,” Dawley added. “The spin-out is a culmination of two years of development and planning, and it feels fantastic to finally be at this point, working to support the ongoing evolution of the educational system in Idaho and beyond.”

GoGo Labs delivers quest-based online learning experiences and other learning technologies that are already bringing in business locally, nationally and internationally. Approximately 95 percent of revenue generated comes from out of state. While the initial market is focused on individual teachers and groups of teachers, an enterprise platform addressing other markets, including educational organizations, corporate training delivery and health management, will be developed later this year.

The software product is aimed at increasing learning engagement and performance outcomes through technology. In today’s culture, students transition seamlessly between online play and online learning. GoGo Labs builds on this familiarity with gamification — the use of game mechanics and thinking in non-gaming contexts — to increase understanding and retention.

Dawley worked with UIV to procure software industry contacts and feedback that led to beta testing and the development of the software commercially available today. UIV also provided marketing resources through Boise State’s Innovation Team, comprising graduate students who produced market assessments and commercialization plans. UIV offers similar programs and services to all university faculty.

Supporting faculty to form a startup company and commercialize university intellectual property is one example of ongoing and focused actions by Boise State’s Division of Research and Economic Development to cultivate research and the related long-term economic benefits of technology transfer.

About quest-based learning

Instead of courses consisting mainly of textbook learning and lectures, classes built around gamification boost student engagement by requiring them to select “quests” and progress at their own pace through a series of educational activities. Along the way, participants earn experience points, levels and badges that translate to a grade.

Quests are online learning activities that address the core of the subject matter. Quests can range from listening to a podcast or watching a short video to partnering with a classmate for discussion or writing a short essay. As students complete each quest, they can level up to new assignments on their journey toward an “A.” Early research is demonstrating that students remain more persistent in quest-based learning compared to the traditional assignments, with over 95 percent of students receiving “A’s,” and over 65 percent who continue to quest after a course is over.








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