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Gamification with Moodle

Book Description

Use game elements in Moodle courses to build learner resilience and motivation

About This Book

  • Formulate a Moodle course that acts as a flexible framework ready for your own content
  • Keep learners engrossed and create opportunities for motivation through the concepts of status, access, and power
  • A resourceful guide to innovative learning using automatic reports, assessments, and conditional release of activities

Who This Book Is For

This book has been designed for teachers who to use technology to create more engaging learning experiences for both online learning and in face-to-face sessions. This book will especially appeal to people who are interested in the underlying mechanics of play and games and want to know more about applying these concepts in an educational context. It is assumed that you are a teacher and expert in your field, have basic computer skills, and have access to the Internet.

What You Will Learn

  • Set up a scoring system using Moodle Gradebook
  • Enable communication and collaboration in your class as a Learning Community using forums
  • Assess your learners’ abilities by setting up challenges and quests
  • Configure gateways to check and ensure progress before new content or activities are released
  • Create Moodle assignments to provide effective feedback through a comment bank and custom scale
  • Issue Open Badges to recognize achievements and set up an online backpack to share digital badges
  • Reduce anxiety for learners by using the game-like concept of “Levelling Up”

In Detail

This book describes how teachers can use Gamification design within the Moodle Learning Management System. Game elements can be included in course design by using, badges, rubrics, custom grading scales, forums, and conditional activities. Moodle courses do not have to be solo-learning experiences that replicate Distance Education models.

The Gamification design process starts by profiling players and creating levels of achievement towards meeting learning outcomes. Each task is defined, valued, and sequenced. Motivation loops are devised to keep the momentum going. In a gaming studio, this approach would require a team of specialists with a large budget and time frames. Preparing for a class rarely has these optimal conditions. The approach used in this book is to introduce game elements into the course design gradually. First, apply gamification to just one lesson and then build up to gamifying a series of lessons over a term. Each example will indicate the difficulty level and time investment. Try it out to see what is most effective with your learners and choose wisely in your use of technology.

By the end of the book, you will be able to create gripping Moodle courses for effective and efficient learning.

Style and approach

An easy-to-follow guide full of screenshots and step-by-step instructions with estimated time frames required to accomplish numerous tasks. Tips are offered for new Moodlers and plugin extensions are suggested for advanced Moodlers. The focus of the book is on why you would want to use each activity rather than detailed technical descriptions.

Downloading the example code for this book. You can download the example code files for all Packt books you have purchased from your account at http://www.PacktPub.com. If you purchased this book elsewhere, you can visit http://www.PacktPub.com/support and register to have the code file.

Table of Contents

  1. Gamification with Moodle
    1. Table of Contents
    2. Gamification with Moodle
    3. Credits
    4. Foreword
    5. About the Author
    6. Acknowledgement
    7. About the Reviewers
    8. www.PacktPub.com
      1. Support files, eBooks, discount offers, and more
        1. Why subscribe?
        2. Free access for Packt account holders
    9. Preface
      1. What this book covers
      2. What you need for this book
      3. Who this book is for
      4. Conventions
      5. Reader feedback
      6. Customer support
        1. Downloading the color images of this book
        2. Errata
        3. Piracy
        4. eBooks, discount offers, and more
        5. Questions
    10. 1. Setting Up Gamification in a Moodle Course
      1. Moodle for motivation poster
        1. Standardized outcomes yet personalized delivery
      2. Objectives
        1. Understanding the Gamification design process
        2. Freeing up time to be creative
        3. Identifying learner progress and providing personalized learning paths
      3. Setting up a test environment
      4. Setting up scoring in your test course
        1. Adding gradebook categories
        2. Summary
    11. 2. Communication and Collaboration (Labels and Forums)
      1. Mount Orange demo Moodle site
      2. Profiles and avatars
      3. Messaging and forums
      4. Activity loops
      5. Forum moderation
      6. Custom scales
      7. Onboarding
      8. Moodle labels as tutorials
      9. Summary
    12. 3. Challenges for Learners (Self-Assessment and Choice)
      1. Moodle assignments
      2. The Cup of Fate Gamification activity
      3. Growth mindsets and personalized learning
      4. Creating teachable moments through suspense and hope
      5. Summary
    13. 4. Passing the Gateway (Conditional Activities)
      1. Minimalistic course layout design
      2. Revealing content
      3. Completion tracking
        1. Completion requirements
        2. Completion options
      4. Labels with restrictions used as adaptive messaging
      5. Moodle labels to create minimalistic design layouts
      6. Summary
    14. 5. Feedback on Progress (Marking Guides and Scales)
      1. Assessing progress
      2. Marking guides
        1. Delayed feedback feeds anxiety
      3. Leveling up with scales or letters
      4. Summary
    15. 6. Mastery Achieved (Badges and Motivation)
      1. Creating badges
        1. Badge criteria
        2. Acceptance of digital badges
        3. Peer-assessed badges
        4. Will badges motivate everybody?
      2. Summary
    16. 7. Leveling Up (Rubrics)
      1. Getting started with rubrics
        1. Adding a rubric to a Moodle assignment
        2. Experienced Moodlers only
          1. XP points and skills points
          2. Exponential scoring
          3. Drop the lowest x, minimum, or maximum
      2. Summary
    17. 8. Completing the Quest (Reporting Activities)
      1. Reporting on completion
        1. Celebrating success
        2. Identifying individual student progress
        3. Surveys, interactivity, and learner engagement
      2. Summary
    18. 9. Super-boost Gamification with Social Elements (Groups)
      1. Onboarding – communication and collaboration with Moodle groups
        1. Group scores
      2. Challenges for learners – group submission
        1. Groups that encourage participation
      3. Individual formal assessment
      4. Summary
      5. Recommended reading
        1. Books
    19. Index