Online Gamified Learning Platforms (OGLPs) for Experiential Learning

Author(s):  
Kenneth Ng ◽  
Ivan Ka-Wai Lai ◽  
Kwan-Keung Ng ◽  
Qi-Xuan Lyu
2020 ◽  
Vol 8 (5) ◽  
Author(s):  
Diane Marie Howard ◽  
Joanne Howard ◽  
Leodis Scott

2019 ◽  
Vol 3 (3) ◽  
pp. p285
Author(s):  
Martin Lau ◽  
Isaac Chan ◽  
Eva Y. W. Wong ◽  
Theresa Kwong ◽  
David Gibson

Global issues such as poverty, hunger, and environmental problems are inextricable and cannot be solved comprehensively by homogeneous groups. With the advance of technology, collaborations with peoples at different geographical locations can be achieved effectively. Higher education in the 21st Century must therefore facilitate students to learn how to eclectically connect their creativity and problem-solving skills with technology, and most importantly to work with heterogeneous groups to solve complex global issues.This paper will elaborate on a pilot study of a project in Hong Kong, titled the CCGame Project, which aims to heighten students’ multicultural and multidisciplinary competences by deploying gamified learning and challenge-based learning. Team-based, self-guided learning is the core of the challenge-based learning approach. To preserve students’ interest in learning and accomplishing the tasks for the team, cloud-based learning platforms have been deployed. In the pilot, the online learning platform collected data for analysis of individual and team behaviour. The pilot demonstrated that students could work in a diverse team to complete a challenge. Evidence-based results supported with data analytics will be presented and the project’s plan of work will also be elucidated in this paper.


2017 ◽  
Vol 2 (7) ◽  
pp. 5-12 ◽  
Author(s):  
Lata A. Krishnan ◽  
Christi Masters ◽  
Jennifer M. Simpson

Service learning (SL) is a form of experiential learning in which students are involved in community service activities that are related to academic course objectives. A key aspect that separates SL from other forms of experiential learning is the mutually beneficial nature of the service activities. Much of the SL and international SL (ISL) literature has focused on positive learning outcomes for students, with much less focus on the benefits of SL to the community. Speech, Language, and Hearing Services (SLHS) in Zambia is an intensive SL short-term study abroad program. This paper describes the benefits to the community via the SLHS in Zambia program.


2020 ◽  
Vol 2 (1) ◽  
pp. 7-14
Author(s):  
Nurmasari Sartono ◽  
Ade Suryanda ◽  
Tinia Leyli Shofia Ahmad ◽  
Zubaidah Zubaidah ◽  
Yulisnaeni Yulisnaeni

Tercapainya indikator pembelajaran yang dibuat oleh seorang guru, salah satunya ditentukan oleh keterampilan guru dalam merancang pembelajaran dengan menggunakan pendekatan yang sesuai. Kegiatan pengabdian ini didasari kenyataan pada umumnya guru masih memiliki kesulitan dalam pengembangan dan pengimplementasian pembelajaran STEAM. Tujuan kegiatan ini adalah memberi peningkatan keterampilan guru Biologi dalam mengembangkan dan mengimplemtasikan pembelajaran biologi berbasis STEAM di sekolah masing-masing. Pelatihan ini menggunakan Metode experiential learning dengan pendekatan participant-centered melalui teknik studi kasus, dan simulasi, dilanjutkan dengan proses pembuatan media pembelajaran sederhana. Secara umum kegiatan ini berlangsung dengan baik dan sesuai dengan tujuan dan peserta dapat mengembangkan pembelajaran Biologi berbasis STEAM serta dibutuhkan pembinaan dan pengembangan berkelanjutan dengan instansi terkait.Kata kunci: biologi, experiential learning, participant-centered, STEAM 


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