Scenario 10A – Gamification with storytelling elements
Gamification elements can be used to motivate students and support their achievement of learning objectives.
Gamification can be achieved by integrating into your course story telling elements, such as for example by creating fictional characters (typically enacted by tutors) who can be in charge of different aspects of your course (for example launching and monitoring specific activities of the course). The characters will need to fit with the training context, so for example, if you are in a Family and Community Nurse educational context, you could create a "Nurse Sally" or a "Florence Nightingale", as they will sound familiar to your students.
An example of one specific aspect the fictional character can be in charge of, is meta-reflection (see also "Scenario 1C - Promoting students’ meta-reflection"). In this case, Nurse Sally or Florence Nightingale will act as a sort of external, virtual tutor, who will appear in a bespoken Meta-Reflection Forum by introducing herself at the beginning of the course.
She can also introduce the 4Cs metaphor (see also T9 “How can I promote self-regulated learning and continuous professional development of FCNs?”), and propose the related 4 behaviours (Create, Consume, Connect, Contribute) as good ones.
In the following Figure, an example of a Nurse Sally presenting the 4C behaviours,
In the same Forum, during the course, every now and then, Nurse Sally or Florence Nightingale will prompt your students to reflect on what is happening in the community in a fun and effective way.
Moreover, she can invite to access the 4Cs individual or community Dashboard, so that students can monitor the learning process (see also Scenario 9A - The 4Cs Behaviours).
Figure 7 - Nurse Sally’s bag in the Greek pilot course
4Cs Dashboard. If you want to learn more about the 4Cs Dashboard and how to correctly configure it, watch the following video.