Gamification example 2018-05-04T15:14:01+00:00

This course, built for Concordia University, studies the fantasy novels of J.R.R. Tolkien alongside the works of Old English literature that inspired him, considering the grammar of Old English. 

Challenge 

In today’s fast-paced world Old English can be a tough sell, especially for university students that have to follow several courses at the same time. For this project we had to build on the professor’s experience in offering this course in class and create an engaging environment that would appeal to Concordia University’s students.

Resolution 

The goal of this course was to give learners the tools they need to conduct their own translations, analyze and interpret data, and most importantly, to understand the way Old English grammar was formed and how it influenced today’s English language. In order to achieve this, gamification elements have been inserted throughout the course, allowing students to engage with the learning material at another level.

Every lesson has several activities that allow students to earn badges that will unlock the chapters to Smaug’s story. While badges give students access to the main line of the story, the accompanying bonus flames give them access to extra plot details.

Badges: Students earn a badge by successfully completing the activity associated to that badge. Earning four (4) badges unlocks the main level of the story chapter. Badges are associated to their final grade.

Flame: Students earn a bonus flame by taking on extra challenges, such as beating the clock. Four (4) Flames unlock an extra level of the story chapter. Flames are not associated to their final grade.

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