22. Solve a mystery.
Make the learners do something.
Answer a question.
Work a problem.
Make a decision.
Escape a room.
Play a game.
23. Here is a testing example,
half of a group of students
had to re-read content,
half had to answer quiz
questions after only seeing
the content for 4 minutes.
Wiklund-Hörnqvist, C., Jonsson, B., & Nyberg, L. (2014). Strengthening concept learning by
repeated testing. Scandinavian Journal of Psychology, 55(1), 10–16. http://doi.org/10.1111/sjop.12093
24. Participants who had been
tested (rather than re-
reading the material)
outperformed the other
students on three tests.
Wiklund-Hörnqvist, C., Jonsson, B., & Nyberg, L. (2014). Strengthening concept learning by
repeated testing. Scandinavian Journal of Psychology, 55(1), 10–16. http://doi.org/10.1111/sjop.12093
37. Jones, B., Valdez, G., Norakowski, J., & Rasmussen, C. (1994). Designing learning and technology
for educational reform. North Central Regional Educational Laboratory. [Online]. Available:
http://www.ncrtec.org/capacity/profile/profwww.htm and Schlechty, P. C. (1997). Inventing
better schools: An action plan for educational reform. San Francisco, CA: Jossey-Bass. Chapter 2
“The Gamification of Learning and Instruction.”
It needs to be challenging.
39. Research indicates that our
brains grow when we make a
mistake because it is a time of
struggle.
Moser, J. Schroder, H.S., Heeter, C., C., Moran, T.P., & Lee, Y.H. (2011) Mind your errors: Evidence for
a neural mechanism linking growth mindset to adaptive post error adjustments. Psychological
Science, 22, 1284-1489.
45. Sailer, J., Hense, J. U., Mayr, S. K., & Mandi, H. (2017) How gamification motivates: An experimental study
of the effects of specific game design elements on psychological need satisfaction. Computers
In Human Behavior. Pp. 371-380.
The game elements of
badges, leaderboards, and
performance graphs
positively impact mastery and
task meaningfulness
46. The game elements of
avatars, meaningful
stories, and teammates
affect experiences of
social relatedness.
Sailer, J., Hense, J. U., Mayr, S. K., & Mandi, H. (2017) How gamification motivates: An experimental study
of the effects of specific game design elements on psychological need satisfaction. Computers
In Human Behavior. Pp. 371-380.