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      <title>Reflection Assignment by Alex Nillian</title>
      <link>https://padlet.com/echen_86/6b5aperlflex</link>
      <description>Elexson Nillian 2698</description>
      <language>en-us</language>
      <pubDate>2018-02-01 01:38:38 UTC</pubDate>
      <lastBuildDate>2018-02-01 03:26:24 UTC</lastBuildDate>
      <webMaster>hello@padlet.com</webMaster>
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         <title>Assignment tittle</title>
         <author>echen_86</author>
         <link>https://padlet.com/echen_86/6b5aperlflex/wish/226870386</link>
         <description><![CDATA[<div>Based on what you have learned about gamification, provide a short reflection (300 to 450 words) on its r<strong>elevance and practicality with regards to Education 4.0. </strong>Your reflection should be submitted in the form of <strong>Padlet </strong>and submit the link via eLEAP.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-02-01 01:45:13 UTC</pubDate>
         <guid>https://padlet.com/echen_86/6b5aperlflex/wish/226870386</guid>
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      <item>
         <title>Introduction</title>
         <author>echen_86</author>
         <link>https://padlet.com/echen_86/6b5aperlflex/wish/226871636</link>
         <description><![CDATA[<div><br>Everything we do is based on one or more based on our brain function and stimulated to the fun activity especially in e learning process for the current generation. If none of them is present, there is zero motivation and no action takes place. Additionally, each of these h e learning tool are different natures within them. Some make the students feel powerful, but do not create urgency. Others tool create urgency, obsession, and even addiction, but make the students feel bad. Some are more short-term extrinsically focused, while some are more long-term intrinsically focused.</div><div><br>Gamification offers the promise of an innovative approach to engage students and produce better learning outcomes. Gamification is the craft of deriving all the fun and engaging elements found in games and applying them to real-world or productive activities.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-02-01 01:53:46 UTC</pubDate>
         <guid>https://padlet.com/echen_86/6b5aperlflex/wish/226871636</guid>
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      <item>
         <title>Pros</title>
         <author>echen_86</author>
         <link>https://padlet.com/echen_86/6b5aperlflex/wish/226872709</link>
         <description><![CDATA[<div> To support the development of soft skills, transversal competencies and collaborative production in the education learning</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-02-01 01:59:31 UTC</pubDate>
         <guid>https://padlet.com/echen_86/6b5aperlflex/wish/226872709</guid>
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      <item>
         <title>Cons</title>
         <author>echen_86</author>
         <link>https://padlet.com/echen_86/6b5aperlflex/wish/226872763</link>
         <description><![CDATA[<div>Gamification approach has attracted significant criticism due to many examples of the over-application of very simple game mechanics and a reliance on extrinsic motivation <br> - lack of theoretically informed design tools for gamified learning environments.    - if instructor cannot control the situation. The possibility of gaming covers the educational is occurred when the students are too concentrate on game.<br>- Another disadvantage is this gamification may not be applicable to the medical course because of the ethical issue. </div><div> </div>]]></description>
         <enclosure url="" />
         <pubDate>2018-02-01 01:59:55 UTC</pubDate>
         <guid>https://padlet.com/echen_86/6b5aperlflex/wish/226872763</guid>
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      <item>
         <title>Relevance and practicality</title>
         <author>echen_86</author>
         <link>https://padlet.com/echen_86/6b5aperlflex/wish/226876092</link>
         <description><![CDATA[<div>Interesting tool and update e- learning process tat can be implemented in class<br>and it is relevance and piratical in the learning process.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-02-01 02:25:01 UTC</pubDate>
         <guid>https://padlet.com/echen_86/6b5aperlflex/wish/226876092</guid>
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      <item>
         <title>Octalysis model</title>
         <author>echen_86</author>
         <link>https://padlet.com/echen_86/6b5aperlflex/wish/226877422</link>
         <description><![CDATA[<div>Examples:</div>]]></description>
         <enclosure url="http://www.yukaichou.com/wp-content/uploads/2013/07/Gamification.jpg" />
         <pubDate>2018-02-01 02:35:54 UTC</pubDate>
         <guid>https://padlet.com/echen_86/6b5aperlflex/wish/226877422</guid>
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      <item>
         <title></title>
         <author>echen_86</author>
         <link>https://padlet.com/echen_86/6b5aperlflex/wish/226878553</link>
         <description><![CDATA[<div>The Octalysis model will explain and solve the problem in my courses. My class lacking on accomplishment, ownership, scarcity, empowerment and also social influence. another said is my teaching course only fit in the middle of educational 1.0 and educational 2.0. <br><strong><br>Development and accomplishment</strong><br>Through this model, student would able to develop and accomplishment in making progress, developing skills, achieving mastery, and eventually overcoming challenges. The perception of the challenge is important. For example, a badge or trophy without a challenge is not meaningful for a person. This is the drive that most PBLs: Points, Badges and Leaderboards focus on.<br><br><strong><br>Empowerment of creativity and feedback<br>-</strong>This model is expressed when students are engaged in a creative process where they repeatedly figure new things out and try different combinations. From t model, students not only need ways to express their creativity, but also need to see the results of their creativity, receive feedback, and adjust in turn.<br><br><strong><br>Ownership and possession<br>-</strong>Students  are motivated because they feel like they own or control something. When a person feels ownership over something, they innately want to increase and improve what they own. </div>]]></description>
         <enclosure url="" />
         <pubDate>2018-02-01 02:44:33 UTC</pubDate>
         <guid>https://padlet.com/echen_86/6b5aperlflex/wish/226878553</guid>
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      <item>
         <title>Conclusion</title>
         <author>echen_86</author>
         <link>https://padlet.com/echen_86/6b5aperlflex/wish/226879253</link>
         <description><![CDATA[<div>I personally strongly agreed on the incorporation of gamification elements. I am very impressed on the example of the software I learn in class. I would like to suggest this  tool can be implemented in some of the relevant courses in UNIMAS.</div>]]></description>
         <enclosure url="" />
         <pubDate>2018-02-01 02:50:16 UTC</pubDate>
         <guid>https://padlet.com/echen_86/6b5aperlflex/wish/226879253</guid>
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