Intellectual Output e-Learning modules

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In order to build skills, online learners should overcome a series of in-game obstacles.Game mechanics will be used effectively for a purpose to encourage a specific behaviour and complete required tasks. E-modules that use serious games are at the same time fun, entertaining, and interactive as well as aligned with specific learning objectives and dynamic content. Appropriately designed and implemented game will help learners know what is expected of them and perform their jobs better. Before choosing a game, mechanics learner personas will be considered, because not all learners are motivated by the same factors. Using developed e-modules for serious games will have as a result that online learners get immediate feedback, they need to identify areas for improvement. Also, they can see the outcome and repercussions of their behaviours before they enter the real world.The online learners will enhance their e-learning experience and intrinsically strengthen their motivation by making rewards, points and using other game mechanics. Designed e-modules for serious games will help learners recall and apply knowledge, skills, or behaviours. Achieved experience, relevance, and repetition will move the training from short-term to long-term memory. Blending fictional elements with real-world situations will help learners to put knowledge in practice.Defined serious games methodology, way to get learning objectives and add game mechanics can help researchers to easily implement learning strategy in their scientific field different from water by taking the developed SMARTEN e-modules and their customization to their needs. Also, serious games can be a potential addition to comprehensive e-learning courses. For the exchanging eLearning content, the Water Harmony Community Hub (www.eduwater.net) will be used.

Each of six e-module will address topics related to the water sector. This work will be divided between partners into 4 tasks.

  • Preparation for the game. The H2OPeople members will be involved in preparation for the game. They will introduce the case-studies and game elements seamlessly connecting the game with other curriculum elements. Also, the initial check of the learner’s knowledge, the personalised study package based on the result of the initial check and matchmaking with other learners for the future game will be implemented.
  • Facilitation of learning experience during the game. The UTH members will organise a two-day blended workshop on serious games for teaching staff presenting facilitation of learning experience during the game in the second project year. The topics will be oriented to specific tasks to explore the game and specific gaming challenges according to the curriculum. They will make a connection with other learners for the gaming session resulting in learners’ reflections and feedback.
  • Post-game. The NMBU team members will be involved in post-game activities checking learner’s knowledge and comparison with the initial check results. Also, feedback from this evaluation will be used for the further development of new learning tasks that return the learner to the main curriculum. Having games is not enough to create a learning path with outcomes and because of that it is needed seamlessly incorporate games in curriculum.
  • Open training on e-learning with serious games. The UNI members will be responsible for the organisation of three-day open training on e-learning with serious games with the participation of students and professionals in the water sector as learners in the second project year. In order to have at the same time effective and resonate e-learning solutions with the SMARTEN learners, we need that external expertise to develop an inspiring e-learning content including game elements. The whole custom e-learning development process will be focused on continuous quality control of the created products and services provided.

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