Social Gamification in Multimedia Instruction to Advance Glacier Science for Grade K-6 Students
Abstract: Current gamified applications provide a more flexible way of applying the principles and mechanisms of game based learning into instructional design. In addition, according to the theory of computer-supported collaborative learning (CSCL) and its related frameworks, socio-cultural factors and contextual affordances provide students precise specifications for appropriate actions while using the system in an online learning environment. Therefore, this study proposed using reward structures with social networking functions to gamify an online animation; the researcher anticipates this learning application will yield engaging experiences and in turn assist K-6 students in learning glacier science. Another pedagogical objective for this project is to increase access to this social-gamified multimedia instruction though applying principles of universal design for learning (UDL) and create UDL-science curricular materials to meet learning diversity?
Presider: Kuang-Chen Hsu, The Center for Remote Sensing of Ice Sheets at The University of Kansas