Webinar: Games and Learner Engagement – Gamification, eLearning, and Virtual Reality (March 29)

We are happy to announce the first event in the Learner Engagement Division’s 2019 Webinar Series! In this innovative online (and in-person) session, three instructional designers from The Ohio State University present their experiences and lessons from games and emerging technologies!

Come play with us on Friday, March 29 at 11:00am EST! Register for free at https://www.crowdcast.io/e/games-and-learner/register


Presenters: Sean Hickey (@mshEducation); Cara North (@caranorth11); Greg Nagy (@gnagy5)

Title: Games and Learner Engagement: Gamification, eLearning, and Virtual Reality

Description: When you hear or see the phrase “educational game,” are you envisioning something valuable and engaging? Or a fun activity with little benefit? Too often, educators see “fun” and “valuable” as two ends of an educational spectrum. Learning experiences—either in the classroom or online—can either be useful for the learners, providing opportunities for connecting to the content, or they can be fun games, used exclusively for review. This view is supported, in part, by existing “educational” materials, that are either light on content or unappealing to learners. In this session, we aim to confound those expectations by exploring gamification done right. By looking at education from a gamer’s perspective, we can understand learners’ motivations and identify how gaming strategies can transform “boring” topics or complex content into entertaining, engaging, and approachable learning experiences.

We will explore gaming from the gamer’s perspective, and identify reasons that learning “games” often fail. We will then challenge participants to think like gamers as they play our “Great Gaming Game of Gamification,” where they will work together to match various training topics with different types of gamers and brainstorm what sort of game might be engaging to the intended audience. We will end our discussion with a quick look at the future of learning technology, including what we learned putting VR to use in the classroom.


Don’t forget to discover and connect to more research, applications, and practitioners of designing, building, and sustaining engaging learning by visiting LearnerEngagement.org, following us @LearnEngage on Twitter, and joining our LinkedIn Group.

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