LEADER 04461nam 2200685 450 001 9910460333403321 005 20200520144314.0 010 $a1-78528-681-1 035 $a(CKB)3710000000493555 035 $a(EBL)4191104 035 $a(SSID)ssj0001637599 035 $a(PQKBManifestationID)16396152 035 $a(PQKBTitleCode)TC0001637599 035 $a(PQKBWorkID)14956544 035 $a(PQKB)10373197 035 $a(MiAaPQ)EBC4191104 035 $a(PPN)227990269 035 $a(Au-PeEL)EBL4191104 035 $a(CaPaEBR)ebr11135155 035 $a(CaONFJC)MIL842437 035 $a(OCoLC)926092644 035 $a(EXLCZ)993710000000493555 100 $a20160104d2015 uy| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aGamification with Moodle $euse game elements in Moodle courses to build learner resilience and motivation /$fNatalie Denmeade 210 1$aBirmingham [United Kingdom] :$cPackt Publishing,$d2015. 215 $a1 online resource (135 p.) 225 1 $aCommunity experience distilled 300 $aDescription based upon print version of record. 311 $a1-78217-307-2 320 $aIncludes bibliographical references and index. 327 $aCover; Copyright; Credits; Foreword; About the Author; Acknowledgement; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Setting Up Gamification in a Moodle Course; Moodle for motivation poster; Standardized outcomes yet personalized delivery; Objectives; Understanding the Gamification design process; Freeing up time to be creative; Identifying learner progress and providing personalized learning paths; Setting up a test environment; Setting up scoring in your test course; Adding gradebook categories; Summary 327 $aChapter 2: Communication and Collaboration (Labels and Forums)Mount Orange demo Moodle site; Profiles and avatars; Messaging and forums; Activity loops; Forum moderation; Custom scales; Onboarding; Moodle labels as tutorials; Summary; Chapter 3: Challenges for Learners (Self-Assessment and Choice); Moodle assignments; The Cup of Fate Gamification activity; Growth mindsets and personalized learning; Creating teachable moments through suspense and hope; Summary; Chapter 4: Passing the Gateway (Conditional Activities); Minimalistic course layout design; Revealing content; Completion tracking 327 $aCompletion requirementsCompletion options; Labels with restrictions used as adaptive messaging; Moodle labels to create minimalistic design layouts; Summary; Chapter 5: Feedback on Progress (Marking Guides and Scales); Assessing progress; Marking guides; Delayed feedback feeds anxiety; Leveling up with scales or letters; Summary; Chapter 6: Mastery Achieved (Badges and Motivation); Creating badges; Badge criteria; Acceptance of digital badges; Peer-assessed badges; Will badges motivate everybody?; Summary; Chapter 7: Leveling Up (Rubrics); Getting started with rubrics 327 $aAdding a rubric to a Moodle assignmentExperienced Moodlers only; XP points and skills points; Exponential scoring; Drop the lowest x, minimum, or maximum; Summary; Chapter 8: Completing the Quest (Reporting Activities); Reporting on completion; Celebrating success; Identifying individual student progress; Surveys, interactivity, and learner engagement; Summary; Chapter 9: Super-boost Gamification with Social Elements (Groups); Onboarding - communication and collaboration with Moodle groups; Group scores; Challenges for learners - group submission; Groups that encourage participation 327 $aIndividual formal assessmentSummary; Recommended reading; Books; Index 410 0$aCommunity experience distilled. 606 $aComputer-assisted instruction$xComputer programs 606 $aOpen source software 606 $aGame theory 606 $aGames$xDesign and construction 606 $aInternet games$xDesign 608 $aElectronic books. 615 0$aComputer-assisted instruction$xComputer programs. 615 0$aOpen source software. 615 0$aGame theory. 615 0$aGames$xDesign and construction. 615 0$aInternet games$xDesign. 700 $aDenmeade$b Natalie$0912820 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910460333403321 996 $aGamification with Moodle$92044420 997 $aUNINA