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      <title>Individual Assignment: Reflection by Abdul Rahman Kram</title>
      <link>https://padlet.com/abd_rahmankram84/clm5064</link>
      <description>KWL Chart</description>
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      <pubDate>2018-02-01 10:58:33 UTC</pubDate>
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         <title>Gamify grading</title>
         <author>abd_rahmankram84</author>
         <link>https://padlet.com/abd_rahmankram84/clm5064/wish/226971226</link>
         <description><![CDATA[<div> Students are progressing towards levels of mastery, as one does in games. Each assignment and each test feels rewarding, rather than disheartening. Using experience points allows educators to align levels with skills and highlight the inherent value of education. </div>]]></description>
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         <pubDate>2018-02-01 10:58:33 UTC</pubDate>
         <guid>https://padlet.com/abd_rahmankram84/clm5064/wish/226971226</guid>
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      <item>
         <title>Award students with badges</title>
         <author>abd_rahmankram84</author>
         <link>https://padlet.com/abd_rahmankram84/clm5064/wish/226971228</link>
         <description><![CDATA[<div> For each assignment completed, award students with badges. This may seem like a regression back to Kindergarten stickers of gold stars </div>]]></description>
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         <pubDate>2018-02-01 10:58:33 UTC</pubDate>
         <guid>https://padlet.com/abd_rahmankram84/clm5064/wish/226971228</guid>
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         <title>Development of Gamification Modules</title>
         <author>abd_rahmankram84</author>
         <link>https://padlet.com/abd_rahmankram84/clm5064/wish/226971229</link>
         <description><![CDATA[<div>The gamification of learning is an educational approach to motivate students to learn by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement through capturing the interest of learners and inspiring them to continue learning.</div>]]></description>
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         <pubDate>2018-02-01 10:58:33 UTC</pubDate>
         <guid>https://padlet.com/abd_rahmankram84/clm5064/wish/226971229</guid>
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         <title>Why gamification in education</title>
         <author>abd_rahmankram84</author>
         <link>https://padlet.com/abd_rahmankram84/clm5064/wish/226971230</link>
         <description><![CDATA[<div> Gamification in eLearning helps create an effective learning system that enables learners to rehearse real-life scenarios and challenges in a safe environment. In this article, I will walk you through some of the benefits of Gamification for learners and how the experience of learning (recall and retention) can be enhanced through Gamification. <br><br></div><ol><li><strong>Better learning experience. </strong><br> The learner can experience “fun” during the game and still learn if the level of engagement is high. A good gamification strategy with high levels of engagement will lead to an increase in recall and retention.</li><li><strong>Better learning environment.<br></strong>Gamification in eLearning provides an effective, informal learning environment, and helps learners practice real-life situations and challenges in a safe environment. This leads to a more engaged learning experience that facilitates better knowledge retention.</li><li><strong>Instant feedback.<br></strong>It provides instant feedback so that learners know what they know or what they should know. This too facilitates better learner engagement and thereby better recall and retention.</li><li><strong>Prompting behavioral change.<br></strong>Points, badges, and leaderboards would surely make training awesome. However, gamification is about a lot more than just those surface level benefits. Gamification can drive strong behavioral change especially when combined with the scientific principles of repeated retrieval and spaced repetition.</li><li><strong>Can be applied for most learning needs.<br></strong>Gamification can be used to fulfill most learning needs including induction and onboarding, product sales, customer support, soft skills, awareness creation, and compliance.</li><li><strong>Impact on bottom-line.<br></strong>On account of all these aspects that touch and impact learners (better learning experience, higher recall and retention, catalyzing behavioral change, and so on), it can create a significant performance gain for the organization.</li></ol><div><br><br></div>]]></description>
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         <pubDate>2018-02-01 10:58:33 UTC</pubDate>
         <guid>https://padlet.com/abd_rahmankram84/clm5064/wish/226971230</guid>
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      <item>
         <title>LMS</title>
         <author>abd_rahmankram84</author>
         <link>https://padlet.com/abd_rahmankram84/clm5064/wish/226971233</link>
         <description><![CDATA[<div>Learning Management System provide the platform for digital environment study<br><br>Definition wiki:<br>A learning management system (LMS) is a software application for the administration, documentation, tracking, reporting and delivery of educational courses or training programs.<br><br>Benefit:<br>They help the instructor deliver material to the students, administer tests and other assignments, track student progress, and manage record-keeping. LMSs are focused on online learning delivery but support a range of uses, acting as a platform for fullyonline courses, as well as several hybrid forms, such as as blended learning and flipped classrooms.</div>]]></description>
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         <pubDate>2018-02-01 10:58:33 UTC</pubDate>
         <guid>https://padlet.com/abd_rahmankram84/clm5064/wish/226971233</guid>
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      <item>
         <title>Technologies in T&amp;L</title>
         <author>abd_rahmankram84</author>
         <link>https://padlet.com/abd_rahmankram84/clm5064/wish/227341506</link>
         <description><![CDATA[<div>Used to support both teaching and learning, technology infuses classrooms with digital learning tools</div>]]></description>
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         <pubDate>2018-02-02 01:53:06 UTC</pubDate>
         <guid>https://padlet.com/abd_rahmankram84/clm5064/wish/227341506</guid>
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      <item>
         <title>Integrate educational video games into your curriculum</title>
         <author>abd_rahmankram84</author>
         <link>https://padlet.com/abd_rahmankram84/clm5064/wish/227352335</link>
         <description><![CDATA[<div> The use of games allows students to fail, overcome, and persevere. Students are given a sense of agency—in games, they control the choices they make, and the more agency students have, the better students do. Instantaneous feedback and small rewards (or big ones, like winning) are external motivators that work </div>]]></description>
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         <pubDate>2018-02-02 03:09:10 UTC</pubDate>
         <guid>https://padlet.com/abd_rahmankram84/clm5064/wish/227352335</guid>
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         <title>Stir up a little competition</title>
         <author>abd_rahmankram84</author>
         <link>https://padlet.com/abd_rahmankram84/clm5064/wish/227352414</link>
         <description><![CDATA[<div><br></div><div>Top Hat is adopting game mechanics by including a “tournament” module in our platform.&nbsp;</div>]]></description>
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         <pubDate>2018-02-02 03:09:58 UTC</pubDate>
         <guid>https://padlet.com/abd_rahmankram84/clm5064/wish/227352414</guid>
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         <title>Education Gamification Example #1 – DuoLingo:Learn a language while translating the Web</title>
         <author>abd_rahmankram84</author>
         <link>https://padlet.com/abd_rahmankram84/clm5064/wish/227354989</link>
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         <pubDate>2018-02-02 03:31:15 UTC</pubDate>
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         <title>Education Gamification Example #2 – Ribbon Hero: Epic game that teaches you how to use Microsoft Office</title>
         <author>abd_rahmankram84</author>
         <link>https://padlet.com/abd_rahmankram84/clm5064/wish/227355025</link>
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         <pubDate>2018-02-02 03:31:33 UTC</pubDate>
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         <title>Education Gamification Example #3 – ClassDojo: Turns Class into a Game of Rewards and Instant Feedback</title>
         <author>abd_rahmankram84</author>
         <link>https://padlet.com/abd_rahmankram84/clm5064/wish/227355080</link>
         <description><![CDATA[]]></description>
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         <pubDate>2018-02-02 03:31:57 UTC</pubDate>
         <guid>https://padlet.com/abd_rahmankram84/clm5064/wish/227355080</guid>
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         <title>Education Gamification Example #4 – GoalBook: Brings student teams together around their individual Learning Plans</title>
         <author>abd_rahmankram84</author>
         <link>https://padlet.com/abd_rahmankram84/clm5064/wish/227355692</link>
         <description><![CDATA[]]></description>
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         <pubDate>2018-02-02 03:36:14 UTC</pubDate>
         <guid>https://padlet.com/abd_rahmankram84/clm5064/wish/227355692</guid>
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         <title>Education Gamification Example #5 – The World Peace Game: Game-based Political Simulation in the Classroom</title>
         <author>abd_rahmankram84</author>
         <link>https://padlet.com/abd_rahmankram84/clm5064/wish/227355767</link>
         <description><![CDATA[]]></description>
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         <pubDate>2018-02-02 03:36:39 UTC</pubDate>
         <guid>https://padlet.com/abd_rahmankram84/clm5064/wish/227355767</guid>
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         <title>Education Gamification Example #6 – Coursera: Interactive Ivy-League Education in Your Home</title>
         <author>abd_rahmankram84</author>
         <link>https://padlet.com/abd_rahmankram84/clm5064/wish/227355838</link>
         <description><![CDATA[]]></description>
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         <pubDate>2018-02-02 03:37:10 UTC</pubDate>
         <guid>https://padlet.com/abd_rahmankram84/clm5064/wish/227355838</guid>
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         <title>Education Gamification Example #7 – Mr Pai’s Class: The Digitally Assisted Class</title>
         <author>abd_rahmankram84</author>
         <link>https://padlet.com/abd_rahmankram84/clm5064/wish/227355875</link>
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         <pubDate>2018-02-02 03:37:30 UTC</pubDate>
         <guid>https://padlet.com/abd_rahmankram84/clm5064/wish/227355875</guid>
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         <title>Education Gamification Example #8 – CourseHero: Improving the Teacher-Student Interactions Online</title>
         <author>abd_rahmankram84</author>
         <link>https://padlet.com/abd_rahmankram84/clm5064/wish/227355911</link>
         <description><![CDATA[]]></description>
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         <pubDate>2018-02-02 03:37:45 UTC</pubDate>
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