{"title":"使用“暗语”:一个简单的游戏化技术,引导学生教师个性化的资源","authors":"John Steele, Sam Humphrey","doi":"10.1145/3302261.3236707","DOIUrl":null,"url":null,"abstract":"The purpose of this article is to offer ideas using a simple gamification technique of the ?code word? to connect students to vital classroom content and or personalized instructor materials. However, there is no value in this material if instructors are unable to guide their students to it. Gamification can provide ways to engage students in seeking out these beneficial resources that can help them be successful in the course.","PeriodicalId":201580,"journal":{"name":"eLearn Mag.","volume":"260 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-12-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Using 'Code Words': A simple gamification technique to guide students to instructor personalized resources\",\"authors\":\"John Steele, Sam Humphrey\",\"doi\":\"10.1145/3302261.3236707\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The purpose of this article is to offer ideas using a simple gamification technique of the ?code word? to connect students to vital classroom content and or personalized instructor materials. However, there is no value in this material if instructors are unable to guide their students to it. Gamification can provide ways to engage students in seeking out these beneficial resources that can help them be successful in the course.\",\"PeriodicalId\":201580,\"journal\":{\"name\":\"eLearn Mag.\",\"volume\":\"260 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-12-28\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"eLearn Mag.\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3302261.3236707\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"eLearn Mag.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3302261.3236707","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Using 'Code Words': A simple gamification technique to guide students to instructor personalized resources
The purpose of this article is to offer ideas using a simple gamification technique of the ?code word? to connect students to vital classroom content and or personalized instructor materials. However, there is no value in this material if instructors are unable to guide their students to it. Gamification can provide ways to engage students in seeking out these beneficial resources that can help them be successful in the course.