Netiquette_Handbook

● test knowledge and progress - progress in the results of the quiz/test can be used to show the value of education; ● competition - participants can compare themselves with others and the group’s opinions and results are part of the narrative; ● power discussion and dialogue - chat is a used as a quick social and Q&A tool, it is possible to share and collect opinions, ideas and insights and start discussion based on the instant feedback with polls and estimation polls; ● live feedback from the students as a base for discussion (via polls, Q&A, or chat) - the appreciation of the sessions can be asked via polls during the session or after the end of it; Ideally all data from the interactive elements are gathered. Teacher/trainer can analyse this learning data on a personal or group level. Game strategy a) Game mechanics: make it clear how the game and competition work. You can use for example point systems, badges, leaderboards, challenges. b) Content: Always choose a mix of difficulty levels. Incentivise through rewards: Offer prizes for winners and/or students who perform above average. Prizes a) Incentivise through rewards: Offer prizes for winners and/or students with above-average performance. Keep the prizes at a level where it is 'fun to win'. b) Chance of winning: This is an essential part of the tactics of the game. The chance of winning is the perception of the participant as to how easy or difficult it is to win. Keep the threshold as low as possible. More information about gamification and implementing of it to the teaching strategy and examples from the practice you will find in additional resources, especially at the article Gamification For Learning: Strategies And Examples by Mario Buljan, available from: https://elearningindustry.com/gamification-forlearning-strategies-and-examples.

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