While video (audio/visual) evidence is becoming a more popular form of evidence, the gathering of audio isn’t as common. This is seen anecdotally, through talking with assessors, and is supported by recent national survey data that showed 68% of students surveyed reported there was no use of voice technologies in their course.1 Therefore, this indicates there is an opportunity to explore the use of voice technologies in the assessment process.
George Siemens is an educator and researcher who looks at networks, analytics and education in digital environments. He is a pioneer in MOOCs (Massively Open Online Courses). So it was an absolute thrill that Klevar was able to support Vanguard Visions in putting together a Master Class at the well appointed Flinders University Victoria Square campus followed by a networking session at RiAus.
Games and Play are a natural way to learn. Educational Games (or serious games) are designed to acquire or improve knowledge and skills as defined by learning outcomes. Designing a quality educational game requires skill and a high investment of time. On the other hand, Gamification is the use of game-like elements in non-game contexts. For learning and development providers, this is an important difference. Games can be expensive to develop and implement, whereas gamification strategies can be simple and subtle. This is the first in a series of blog posts that explores gamification and how it can be applied in learning and development.