Gamification in a Blended Learning Environment: The Mojo of ClassDojo

Although ClassDojo can be directly used, this chapter reports how it was applied to a course through gamified modules. The modules were designed using the core drives in Octalysis model. There are 8 core drives in the model, but the study only applied four core drives: Epic meaning and calling, Deve...

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Main Authors: Chuah, Kee Man, Fitri Suraya, Mohamad
Other Authors: Donnie, Adams
Format: Book Chapter
Language:English
Published: Penerbit Universiti Pendidikan Sultan Idris 2021
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Online Access:http://ir.unimas.my/id/eprint/33623/1/bookchapter_kmchuah.pdf
http://ir.unimas.my/id/eprint/33623/
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spelling my.unimas.ir.336232023-10-13T01:50:50Z http://ir.unimas.my/id/eprint/33623/ Gamification in a Blended Learning Environment: The Mojo of ClassDojo Chuah, Kee Man Fitri Suraya, Mohamad LB Theory and practice of education LB2300 Higher Education Although ClassDojo can be directly used, this chapter reports how it was applied to a course through gamified modules. The modules were designed using the core drives in Octalysis model. There are 8 core drives in the model, but the study only applied four core drives: Epic meaning and calling, Development and accomplishment; unpredictability and curiosity; and loss and avoidance. Details on these core drives can be obtained via Chou (2015) or https://yukaichou.com. The modules cover 7 units in a course which focus on computational linguistics, and each module was labelled as a stage in the gamified world. As they completed the challenges set for each stage, their progress was monitored via ClassDojo instead of using conventional ways such as Excel Sheets or whiteboard. Any action or behaviour that is commendable was also given points. ClassDojo makes learning “visible” as students can monitor their learning, which indirectly promotes self-regulated learning. Penerbit Universiti Pendidikan Sultan Idris Donnie, Adams Dorothy, Dewitt 2021-01-01 Book Chapter PeerReviewed text en http://ir.unimas.my/id/eprint/33623/1/bookchapter_kmchuah.pdf Chuah, Kee Man and Fitri Suraya, Mohamad (2021) Gamification in a Blended Learning Environment: The Mojo of ClassDojo. In: Innovative Practices of Technology-Enhanced Learning. Penerbit Universiti Pendidikan Sultan Idris, Tanjung Malim, pp. 115-132. ISBN 978-967-2908-12-8
institution Universiti Malaysia Sarawak
building Centre for Academic Information Services (CAIS)
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaysia Sarawak
content_source UNIMAS Institutional Repository
url_provider http://ir.unimas.my/
language English
topic LB Theory and practice of education
LB2300 Higher Education
spellingShingle LB Theory and practice of education
LB2300 Higher Education
Chuah, Kee Man
Fitri Suraya, Mohamad
Gamification in a Blended Learning Environment: The Mojo of ClassDojo
description Although ClassDojo can be directly used, this chapter reports how it was applied to a course through gamified modules. The modules were designed using the core drives in Octalysis model. There are 8 core drives in the model, but the study only applied four core drives: Epic meaning and calling, Development and accomplishment; unpredictability and curiosity; and loss and avoidance. Details on these core drives can be obtained via Chou (2015) or https://yukaichou.com. The modules cover 7 units in a course which focus on computational linguistics, and each module was labelled as a stage in the gamified world. As they completed the challenges set for each stage, their progress was monitored via ClassDojo instead of using conventional ways such as Excel Sheets or whiteboard. Any action or behaviour that is commendable was also given points. ClassDojo makes learning “visible” as students can monitor their learning, which indirectly promotes self-regulated learning.
author2 Donnie, Adams
author_facet Donnie, Adams
Chuah, Kee Man
Fitri Suraya, Mohamad
format Book Chapter
author Chuah, Kee Man
Fitri Suraya, Mohamad
author_sort Chuah, Kee Man
title Gamification in a Blended Learning Environment: The Mojo of ClassDojo
title_short Gamification in a Blended Learning Environment: The Mojo of ClassDojo
title_full Gamification in a Blended Learning Environment: The Mojo of ClassDojo
title_fullStr Gamification in a Blended Learning Environment: The Mojo of ClassDojo
title_full_unstemmed Gamification in a Blended Learning Environment: The Mojo of ClassDojo
title_sort gamification in a blended learning environment: the mojo of classdojo
publisher Penerbit Universiti Pendidikan Sultan Idris
publishDate 2021
url http://ir.unimas.my/id/eprint/33623/1/bookchapter_kmchuah.pdf
http://ir.unimas.my/id/eprint/33623/
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score 13.211869