Artifact I: Visual Engaging Content PresentationThe Gamification content was built to demonstrate visual, engaging content skills that focus on motivating and satisfying the learners' needs and encourage them to engage in hands-on learning activities. It also identifies that the human brain functions more and develops cognitive skills when students are given images and visual representations of a scenario to reflect the situation. Additionally, it makes the learning informative and exciting and will enhance problem-solving skills to motivate students to be more competitive with peers. Artifact II: Generating Real-Time Feedback Feedback is the main streamlining of success. When gamification is implemented in the learning activities, it will benefit the evaluation process by generating organic feedback to collect data reports that will help the institution or businesses organize and improve the target instructional solution with measurable outcomes. Encouraging the learners to engage in learning instead of providing them with traditional learning content will increase opportunities to grow and generate high performance. Artifact III: Visual Presentation Outcome The illustration of the gamification content below is the representation of the actual project that was created to complete the EID-515 class. The content was built using Adobe Captivate and using a gamification template to create the screen. Creating the content is as fun as playing the game as. It gives me the opportunity to test my skills and demonstrate m mastery. "The images below are the screenshots of the actual gamification content" The front view of the learning content demonstrated visual skills mastery. Though it was built using gamification template it catches users attention to focus on the learning activity. The end view of the learning activity reflects the achievements that have been generated by completing the learning activity and passing each stage or level of the game. Each level was meant to test the learners' knowledge and problem-solving skills to reflect on the knowledge they attained in the previous level. Learners will not be able to move forward until they answer it correctly and the next button will not show up until the question has been answered correctly. Each level includes one question that the user needs to answer correctly to complete the game. Before moving forward to the next level, the questions will pop up and will check if the answer if it is correct or wrong. The wrong button will pop up, indicating that the wrong answer has been selected. It will eliminate users from moving forward with the learning activity.
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AuthorHello I'm Diane Fredericks. I am a graduate student in the Master of Science in Instructional Design at Grand Canyon University. |