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Game-Based Learning Experiences
Game-based learning (GBL) is a learning experience, or set of learning experiences, delivered through gameplay or game-like activities with defined learning outcomes. GBL is often confused with gamification, which is the application of game elements to a non-gaming experience. GBL engages students cognitively, emotionally, behaviorally, and socioculturally (Plass et al., 2015). Many factors should be considered when designing GBL, including narrative, player positioning, and interactive design (Dickey, 2005).
Easy and Essential Online Course Elements
Transferring your course online opens a world of possibilities. In fact, you might be tempted to spend hours trying to locate and learn new educational technologies, or to rebuild your entire course in the learning management system (LMS). But while effective use of technology can certainly enhance learning experiences, it can also introduce obstacles for both faculty and students.
Copyright
From time to time instructors may want to include in their courses copyrighted materials like images, print content, audio recordings, or videos. The University of Minnesota Libraries define copyright as “the area of law that deals with creation, ownership, sale, and use of creative and expressive works.”
Presentation Best Practices Guide
Many online courses focus on written communication skills, featuring discussion posts, papers, and case study reports among other assignments. However, oral communication and presentation skills are just as integral to students’ success, and, indeed, many employers list presenting as one of the most desirable skills for job candidates (Suhadi et al., 2021).
Group Work Best Practices Guide
Group work in online courses can facilitate student learning in unique ways. In particular, group assignments can provide students with opportunities to engage in authentic tasks and develop collaborative skills applicable to their future careers. Williams, Duray, and Reddy (2006) argue that team learning stimulates student thinking at the higher levels of Bloom’s taxonomy, including application, analysis, synthesis, and evaluation. Group projects can serve a variety of different purposes across a wide range of academic programs and subjects. Additionally, group projects can foster interaction and community building amongst students, which can be especially valuable in an asynchronous online classroom (Martin & Bolliger, 2018).
Peer Review Best Practices Guide
Peer review is an active learning technique in which students evaluate peer assignment submissions and provide each other feedback. There are several benefits to using peer review in a course, including increased attention to detail and quality and engagement in constructive critique (Chong, Goff & Dej, 2012). Peer review may also help students develop effective problem-solving strategies (Wagner & Rutherford, 2019). Peer reviews can impart cognitive benefits for both students who conduct reviews and students who receive peer feedback (Knight & Steinbach, 2011). When implemented effectively, the peer review process equips students with valuable feedback and promotes classroom community.