The gamification techniques and technologies are a consolidated reality in industrial and educati... more The gamification techniques and technologies are a consolidated reality in industrial and educational contexts. Using gamification in higher education to improve student engagement has been experimented in the last years. With respect to the current literature, the "pointsification" technique is the easier way to construct experiences apparently similar to gamification instead they are not the right way to intend it, rather, they are a reason to criticize its real effectiveness. The compelling gamification need a lot of work, and it is not obvious that everyone has time to construct a narrative or a gamified system to attend at the specific need. Furthermore, in a degree course is not so simple, reducing the importance of traditional mandatory assessments using "mark-grade-badge" triade, to have compelled student and learn specific skill without a precise scope. In this paper we analyze the most important elements of student engagement, and we describe a two-years experience made in a course on Virtual Reality within a Msc curriculum in Digital Humanities. In this course we construct a compelling educational experience using a tv series theme (namely the 1st season of the Netflix Stranger Things tv-series and 1st season of the HBO WestWorld tv-series) as the gamification principle of inclusion and participation to improve the learning of skills and motivation. The gamification slogan was "When the student are not only student, but the Cast of a TV show". Each course activity-both participation (lectures, seminars, readings, etc.) and tasks (homeworks, exercises in the lab, team working, individual presentations) was rewarded according to the course and TV-serie schedules, in order to produce each week a dynamic adjustment of the cast, from the main roles to the guest stars. Finally, we analysed the reactions of the participants by means of interviews, presence detection and active participation, to get how much this approach affect the motivation of students and it helps them in a better way of learning. Some preliminary promising results will be shown in the paper, even if the evaluation of the learning effectiveness is still an open issue.
An immersive multimedia project, namely "Changes", is presented to show the potential and effecti... more An immersive multimedia project, namely "Changes", is presented to show the potential and effectiveness of an immersive experience based on spatial audio narration. The experience allows the listener to live an experience that begins by immersing him in a natural environment, then taking him to a war scenario and then back again to nature. The purpose of the paper is to explain the importance of the audio component in a multi-sensory storytelling. Also, the will of the experience is to use free or low cost tools, in order that other people can easily take up the work and continue it or modify it.
In questo contributo viene presentata un’esperienza innovativa di aggiornamento professionale tra... more In questo contributo viene presentata un’esperienza innovativa di aggiornamento professionale tramite video per-corsi, sviluppata in ambiente Moodle, che è stata poi ri-usata con successo in contesti diversi da quelli originali. Il corso è stato progettato grazie ad autori con esperienza decennale nell’aggiornamento didattico a distanza e si è caratterizzata per il tipo di fruizione da parte dell’utente che può scegliere di seguire il per-corso consigliato oppure di fruire i contenuti in modo personalizzato in base alle sue esigenze formative. Questo è stato reso possibile poiché i contenuti erano divisi in “pillole” di conoscenza, già in ottica dei nascenti MOOC.
The gamification techniques and technologies are a consolidated reality in industrial and educati... more The gamification techniques and technologies are a consolidated reality in industrial and educational contexts. Using gamification in higher education to improve student engagement has been experimented in the last years. With respect to the current literature, the "pointsification" technique is the easier way to construct experiences apparently similar to gamification instead they are not the right way to intend it, rather, they are a reason to criticize its real effectiveness. The compelling gamification need a lot of work, and it is not obvious that everyone has time to construct a narrative or a gamified system to attend at the specific need. Furthermore, in a degree course is not so simple, reducing the importance of traditional mandatory assessments using "mark-grade-badge" triade, to have compelled student and learn specific skill without a precise scope. In this paper we analyze the most important elements of student engagement, and we describe a two-years experience made in a course on Virtual Reality within a Msc curriculum in Digital Humanities. In this course we construct a compelling educational experience using a tv series theme (namely the 1st season of the Netflix Stranger Things tv-series and 1st season of the HBO WestWorld tv-series) as the gamification principle of inclusion and participation to improve the learning of skills and motivation. The gamification slogan was "When the student are not only student, but the Cast of a TV show". Each course activity-both participation (lectures, seminars, readings, etc.) and tasks (homeworks, exercises in the lab, team working, individual presentations) was rewarded according to the course and TV-serie schedules, in order to produce each week a dynamic adjustment of the cast, from the main roles to the guest stars. Finally, we analysed the reactions of the participants by means of interviews, presence detection and active participation, to get how much this approach affect the motivation of students and it helps them in a better way of learning. Some preliminary promising results will be shown in the paper, even if the evaluation of the learning effectiveness is still an open issue.
An immersive multimedia project, namely "Changes", is presented to show the potential and effecti... more An immersive multimedia project, namely "Changes", is presented to show the potential and effectiveness of an immersive experience based on spatial audio narration. The experience allows the listener to live an experience that begins by immersing him in a natural environment, then taking him to a war scenario and then back again to nature. The purpose of the paper is to explain the importance of the audio component in a multi-sensory storytelling. Also, the will of the experience is to use free or low cost tools, in order that other people can easily take up the work and continue it or modify it.
In questo contributo viene presentata un’esperienza innovativa di aggiornamento professionale tra... more In questo contributo viene presentata un’esperienza innovativa di aggiornamento professionale tramite video per-corsi, sviluppata in ambiente Moodle, che è stata poi ri-usata con successo in contesti diversi da quelli originali. Il corso è stato progettato grazie ad autori con esperienza decennale nell’aggiornamento didattico a distanza e si è caratterizzata per il tipo di fruizione da parte dell’utente che può scegliere di seguire il per-corso consigliato oppure di fruire i contenuti in modo personalizzato in base alle sue esigenze formative. Questo è stato reso possibile poiché i contenuti erano divisi in “pillole” di conoscenza, già in ottica dei nascenti MOOC.
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