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Social Gamification in Multimedia Instruction to Advance Glacier Science for Grade K-6 Students
PROCEEDINGS

, The Center for Remote Sensing of Ice Sheets at The University of Kansas, United States ; , The University of Kansas, United States

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Kona, Hawaii, United States Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA

Abstract

Current gamified applications provide a more flexible way of applying the principles and mechanisms of game based learning into instructional design. In addition, according to the theory of computer-supported collaborative learning (CSCL) and its related frameworks, socio-cultural factors and contextual affordances provide students precise specifications for appropriate actions while using the system in an online learning environment. Therefore, this study proposed using reward structures with social networking functions to gamify an online animation; the researcher anticipates this learning application will yield engaging experiences and in turn assist K-6 students in learning glacier science. Another pedagogical objective for this project is to increase access to this social-gamified multimedia instruction though applying principles of universal design for learning (UDL) and create UDL-science curricular materials to meet learning diversity?

Citation

Hsu, K.C. & Lee, Y.j. (2015). Social Gamification in Multimedia Instruction to Advance Glacier Science for Grade K-6 Students. In Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 16-21). Kona, Hawaii, United States: Association for the Advancement of Computing in Education (AACE). Retrieved March 28, 2024 from .

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