ºÝºÝߣshows by User: chcholman / http://www.slideshare.net/images/logo.gif ºÝºÝߣshows by User: chcholman / Sun, 15 Jun 2014 19:39:40 GMT ºÝºÝߣShare feed for ºÝºÝߣshows by User: chcholman GradeCraft: A Working Example /slideshow/working-example-at-gls2014/35899123 workingexample-gls2014-140615193940-phpapp02
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Sun, 15 Jun 2014 19:39:40 GMT /slideshow/working-example-at-gls2014/35899123 chcholman@slideshare.net(chcholman) GradeCraft: A Working Example chcholman <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/workingexample-gls2014-140615193940-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br>
GradeCraft: A Working Example from Caitlin Holman
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Multiple Paths, Same Goal: 
Exploring the Motivational Pathways of Two 
Distinct Game-Inspired University Course Designs /slideshow/multiple-paths-same-goal-exploring-the-motivational-pathways-of-two-distinct-gameinspired-university-course-designs/35776365 multiplepaths-gls2014-140611233744-phpapp02
Presented at Games + Learning + Society 2014. We explore gameful design in two large university courses: an introduction to political theory course, and an introduction to information studies course. Each course was designed by its instructor to mirror the motivational affordances found in video games, and while the foci of the gameful elements within each course’s grading system were distinct, both systems align with some or all of the three pillars of Self- Determination Theory (SDT): support for autonomy, belonging, and competence. We employ path analysis to understand the direct and mediated relationships among variables that measured students’ perceptions of the grading system’s features, and the adaptive outcomes associated with gameful course designs. Results indicate that both courses have similar path structures defined by positive relationships between grading system features, the perceptions of those features, and the adaptive outcomes. We conclude with design implications for would-be gameful course designers. ]]>

Presented at Games + Learning + Society 2014. We explore gameful design in two large university courses: an introduction to political theory course, and an introduction to information studies course. Each course was designed by its instructor to mirror the motivational affordances found in video games, and while the foci of the gameful elements within each course’s grading system were distinct, both systems align with some or all of the three pillars of Self- Determination Theory (SDT): support for autonomy, belonging, and competence. We employ path analysis to understand the direct and mediated relationships among variables that measured students’ perceptions of the grading system’s features, and the adaptive outcomes associated with gameful course designs. Results indicate that both courses have similar path structures defined by positive relationships between grading system features, the perceptions of those features, and the adaptive outcomes. We conclude with design implications for would-be gameful course designers. ]]>
Wed, 11 Jun 2014 23:37:44 GMT /slideshow/multiple-paths-same-goal-exploring-the-motivational-pathways-of-two-distinct-gameinspired-university-course-designs/35776365 chcholman@slideshare.net(chcholman) Multiple Paths, Same Goal: 
Exploring the Motivational Pathways of Two 
Distinct Game-Inspired University Course Designs chcholman Presented at Games + Learning + Society 2014. We explore gameful design in two large university courses: an introduction to political theory course, and an introduction to information studies course. Each course was designed by its instructor to mirror the motivational affordances found in video games, and while the foci of the gameful elements within each course’s grading system were distinct, both systems align with some or all of the three pillars of Self- Determination Theory (SDT): support for autonomy, belonging, and competence. We employ path analysis to understand the direct and mediated relationships among variables that measured students’ perceptions of the grading system’s features, and the adaptive outcomes associated with gameful course designs. Results indicate that both courses have similar path structures defined by positive relationships between grading system features, the perceptions of those features, and the adaptive outcomes. We conclude with design implications for would-be gameful course designers. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/multiplepaths-gls2014-140611233744-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presented at Games + Learning + Society 2014. We explore gameful design in two large university courses: an introduction to political theory course, and an introduction to information studies course. Each course was designed by its instructor to mirror the motivational affordances found in video games, and while the foci of the gameful elements within each course’s grading system were distinct, both systems align with some or all of the three pillars of Self- Determination Theory (SDT): support for autonomy, belonging, and competence. We employ path analysis to understand the direct and mediated relationships among variables that measured students’ perceptions of the grading system’s features, and the adaptive outcomes associated with gameful course designs. Results indicate that both courses have similar path structures defined by positive relationships between grading system features, the perceptions of those features, and the adaptive outcomes. We conclude with design implications for would-be gameful course designers.
Multiple Paths, Same Goal: Exploring the Motivational Pathways of Two Distinct Game-Inspired University Course Designs from Caitlin Holman
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