ERIC Number: ED575007
Record Type: Non-Journal
Publication Date: 2017-Jul-25
Pages: 15
Abstractor: As Provided
ISBN: N/A
ISSN: N/A
EISSN: N/A
Gamification in Blackboard Learn
Online Submission, Paper presented at the Blackboard World Conference (New Orleans, LA, Jul 25, 2017)
Gamification is an important movement in business management, but also in higher education. Projects like the GradeCraft LMS, funded at $1.8 million dollars at U of M, demonstrate that designing student experience in learning is a top priority for major educational institutions. Considering enrollment limitations and changes in population profiles, motivating students into program completion and into high employability STEM programs may provide a competitive edge for academic organizations. Before switching to a fully gamified LMS, faculty, designers, and administrators should consider the capacity in Blackboard Learn to support gameful pedagogy. Gamification has the potential to motivate both the students and the faculty, especially in introductory courses.
Publication Type: Speeches/Meeting Papers; Reports - Descriptive
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A