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Understanding the Student Perspective of Art History Survey Course Through Game Design

The Gamification Quest

Release Date: 05/12/2019

John Chen - Geoteaming at GamiCon 2019 show art John Chen - Geoteaming at GamiCon 2019

The Gamification Quest

GamiCon 2019 will be held in New Orleans, LA on September 15-17, 2019. This year's conference will culminate with a combined Geoteaming event with the TechLearn19 participants for a team building and networking adventure in the city of New Orleans.

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Sue Bohle - A Spotlight on the Serious Play Conferences 2019 show art Sue Bohle - A Spotlight on the Serious Play Conferences 2019

The Gamification Quest

The Serious Play Conference is the leadership gathering for thought leaders in game-based learning, and is the only conference that covers all market sectors – corporate, healthcare, education, government, military, museums and other application areas.

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Understanding the Student Perspective of Art History Survey Course Through Game Design show art Understanding the Student Perspective of Art History Survey Course Through Game Design

The Gamification Quest

The art history survey course has been recognized as problematic with regard to its lack of innovation and adaptation to educational trends and the evolving landscape of college-level learners. While Yavelberg’s recent dissertation provided broad insight into the faculty perceptions of the course and its outcomes, there has been little effort to gain a researched perception of the course by students. The study gave great insight into student perceptions and the challenges of educational game design.

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Brown University - Fantastic Places, Unhuman Humans show art Brown University - Fantastic Places, Unhuman Humans

The Gamification Quest

What can the grotesque, monstrous, and even alien creatures found lurking in an extraordinary range of literature across many centuries reveal about the different ways humans have imagined what it means to be human? Join us to explore this gamification case study and hear from the creators about their design. They will share insights and answer questions about their highly successful gamified undergraduate course at Brown University titled “Fantastic Places, Unhuman Humans.”

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The CFM Challenge show art The CFM Challenge

The Gamification Quest

Founded in 1981, CFMA serves more than 8,900 members via 98 chapters located throughout the US and Canada. The construction industry faces ever changing challenges such as regulations, competition, labor shortages, and new technology. The CFM Challenge, a tabletop board game, was created in response to the need for members to have an engaging way to interact with each other, gain new knowledge/ideas, and learn to better communicate their ideas to their CEOs.

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E. Altug Yilmaz - Masters of Claims show art E. Altug Yilmaz - Masters of Claims

The Gamification Quest

A leading insurance company, located globally, with more than 700 workers at HQ and more than 1000 at agency, wanted to increase the quality of file process, with less complaints regarding the benefits and solving time for each case.

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Monica Cornetti -- Match-A-Mo Learner Persona Game show art Monica Cornetti -- Match-A-Mo Learner Persona Game

The Gamification Quest

The Sententia team developed this 2-minute game to playfully learn how to match game mechanics to a learner persona.

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Edgar Solano - The WakeUpBrain Game show art Edgar Solano - The WakeUpBrain Game

The Gamification Quest

A program launched by Confecámaras, the guild of Chambers of Commerce of Colombia and Colciencias, the state agency for the promotion of innovation in the country. The objective was to increase the level of innovation among companies in Colombia – to help more than 1,000 Subject Matter Experts in 14 cities in Colombia to adopt innovation practices.

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Kyle Miller - EDMS Escape Room show art Kyle Miller - EDMS Escape Room

The Gamification Quest

With over 5000 front end documents in their EDMS, Vitalant was seeking a way to create a meaningful and engaging training to support their staff. As revisions to procedures are continually happening, the company places high importance on where to find the answer and not on if you know the answer. This virtual EDMS Escape Room, developed using Articulate Storyline 360, allowed the user 25 minutes to complete, with as many attempts as needed.

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Rev - by PentaQuest  show art Rev - by PentaQuest

The Gamification Quest

Pentaquest, led by Kerstin Oberprieler, worked with an Australian Government Department to implement gamification with the objective of increasing their employees' engagement with professional development.

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More Episodes

The art history survey course has been recognized as problematic with regard to its lack of innovation and adaptation to educational trends and the evolving landscape of college-level learners. 

 
While Yavelberg’s recent dissertation provided broad insight into the faculty perceptions of the course and its outcomes, there has been little effort to gain a researched perception of the course by students.
 
The researches wanted to know:  what type of game will students create that satisfies student desires for engagement and instructor demands for improved learning outcomes? What insight will this process provide us about our students in the art history survey class?
 
The study did allow great insight into student perceptions and the challenges of educational game design for individuals who have experience with traditional games.
 
www.arthistorysurvey.com