Suggested Learning Outcomes
Course Level and Module Level Outcones
Carrie Lewis Miller
Course Outcomes:
- Describe the learner traits and characteristics of those most positively impacted by game-based and adaptive learning
- Identify and analyze organizational opportunities for the adoption of game-based or adaptive learning to achieve instructional outcomes
- Compare adaptive learning, gamification, games, or simulations as used in learning and apply each to appropriate learning scenarios
- Examine technology tools to create adaptive or game-based learning solutions
- Design appropriate adaptive learning solution and implementation strategy for a global organization and its learning technology ecosystem
- Develop a storyboard, prototype, or detailed design document of an original adaptive or game-based learning solution
- Evaluate commercially available adaptive and game-based learning solutions for adaptability into your own organization
Module Level Outcomes:
- Define Game-Based Learning
- Identify traits common to gamers
- Distinguish between Games, Gamification, Simulations, Virtual Worlds, and Adaptive Learning
- Categorize elements of games in order to apply those elements to educational gaming
- Explain Adaptive Learning
- Recommend Adaptive Learning Solutions for your own organizational context
- Identify tools for use to create adaptive learning experiences
- Create a -Mini Adaptive Learning Experience
- Plan multiple methods of creating adaptive learning experiences
- Summarize the current availability of serious games and digital games for educational purposes
- Select 2-3 digital games for potential use in your own organizational context
- Describe the use of non-digital games in educational or training contexts
- Create a non-digital game solution to an educational or training problem
- Debate the impact of commercial games on education and training
- Evaluate commercially available games for use in educational contexts
- Distinguish between high-fidelity and digital simulations
- Describe opportunities to integrate simulations into educational contexts
- Debate the value of gamification strategies in learning
- Prepare an outline for a gamification strategy for an instructional module
- Summarize the benefits and challenges of implementing a badging system
- Identify badging platforms
- Create 3-4 badges for a learning experience that the learners are familiar with
- Discuss the use of escape rooms as a learning tool
- Define the term virtual worlds
- Identify examples of virtual world platforms
- Assess the digital safety concerns of implementing learning environments in virtual worlds
- Define Virtual Reality
- Identify options for integrating VR into learning environments
- Differentiate between VR and AR
- Explore AR apps for use in education