Memrise: Making Memorization Fun

Memrise logoRote memorization as a learning strategy has fallen out of favor in recent years, for good reason. When students cram by memorizing facts for an exam, those memories are often fleeting. Long term memory is built differently. Yet a certain amount of memorization of facts is essential to the foundation of any discipline. There can be multiple layers to the need for these foundational facts in a course. In an introductory class, it is expected that students will learn these facts, but as an instructor you may not want to have them spend valuable class time to this end. At higher levels of course work, students may need to do remedial work to brush up on the facts or to learn from scratch on their own. How can you help students with learning the facts for your course?

Enter Memrise, “…an online learning community where one can learn almost anything in the world, entirely for free! Through just the right mix of science, fun and community, learning on Memrise is speedy, enjoyable and lasts.” Moreover, the Memrise app makes it easy for your students to learn on the go using their smartphones. [See: Apple App StoreGoogle Play Store]

Memrise offers existing courses in languages (including vocabulary, grammar, and culture), arts, literature, math, science, the natural word, history, geography, computers, engineering, law, health and medicine, business and finance, prepping for specific standardized tests, and more. If you don’t find a course that meets your requirements, you can create your own.

Memrise “…help[s] you form vivid, sensory memories. We test you continuously, always making sure to give your brain just the right workout. We remind you of what you’ve learned at scientifically optimized times so your memories are always growing stronger, and never forgotten.” Combining this with a gamification element makes the process fun. Students can use Memrise on their own, or there is also a group function that allows students to learn together, which can be created by an instructor or by students. “The group function is beneficial, because the students/group members can compete against each other on the Leaderboards. Also the members can see their overall score all together. This way the group creator/teacher can keep track of the members’ progress and learning easily.”

As a personal endorsement, back in August I tested Memrise by using a course to learn the Greek alphabet. I took two days to go through the process, then put it aside. Three months later, my retention is 100%. Results may vary, but it’s an app worth looking into when you need your students to do some memorizing.

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Macie Hall, Senior Instructional Designer
Center for Educational Resources

Image source: Memrise logo

The Value of Gaming in Higher Education

A recent article in the Educause Review might be of interest to readers thinking about the value of gaming in the curriculum. [See also The Innovative Instructor May 13, 2014 post What is Gamification and Why Use It in Teaching?] Taking Serious Games Seriously in Education by Kristen Dicerbo, July 20, 2015, examines the value that games provide: “Games can serve as a means of not just developing domain-specific knowledge and skills but also identity and values key to professional functioning. The data from games enable understanding how students approach and solve problems, as well as estimating their progress on a learning trajectory.”

Video game controller on a table, back-lit.DiCerbo, Principal Research Scientist at Pearson’s Center for Learning Science & Technology, notes that while educational gamification first focused on engaging students in the curriculum, it was “…found that games align themselves well with theories of learning in many other ways.” The use of games in the classroom can provide “…tighter ties to research-based learning progressions, better links to elements of professionalization, and better design for assessment.”

The article highlights two games, Mars Generation One: Argubot Academy (designed for middle and high school students) and Nephrotex (17-19 year olds). Argubot Academy intends “to teach and assess skills of argumentation, including identifying evidence of different types, matching claims to evidence to form arguments, and evaluating claim and evidence links in others’ arguments.” Nephrotex provides “a semester-long experience in which players assume roles as interns in a fictitious bioengineering firm.” The games archive data while being used so that faculty and students can receive relevant progress reports.

The two games exemplify two approaches. The first is gamification that helps students develop and hone basic skills needed for a course or discipline (the art of developing an argument in the case of Argubot Academy). The second is a simulation situation that enables students to gain a broader understanding of a particular domain. DiCerbo discusses these two approaches in the sections Games and Learning Progressions and Games and Professionalization. The latter can be particularly useful for freshmen new to a discipline who are lost in the weeds of foundation courses that may not appear have any direct application to the major they have chosen. DiCerbo cites evidence that situational games can provide students with a view of what work in the profession might entail and the impetus to persist through the introductory phase of core courses.

“Apart from learning skills and knowledge of a domain, becoming a professional in a given area involves developing an identity, for example as an engineer, a psychologist, or a biologist. Novices must come to understand the beliefs that people in a given profession hold and assimilate those into their own belief structures. Commercial games have long employed the concepts of identity, allowing players to build avatars, join guilds, and form teams, all around specific combinations of knowledge and skill. Instead of building identities as wizards, can we use games to build identities more applicable to the real world?”

The article also covers the assessment opportunities that games can offer. The possibility of “invisible assessment” that comes from analysis of student interaction with the game, and that doesn’t interrupt the learning is intriguing.

DiCerbo concludes with three questions instructors should ask about games:

  • What is the model of learning embodied in the game? What skills are needed for success in the game, and how are they sequenced in the game? Does that match known, research-based learning trajectories?
  • Can you clearly identify cognitive and non-cognitive skills and attributes targeted in the game?
  • Do reporting functions in the game link player actions to estimates of knowledge, skill, or ability?

Gaming has gained a lot of traction in the past few years. This article provides both evidence and incentive for you to think about how you might bring this pedagogical method “into play” in your classroom.

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Macie Hall, Senior Instructional Designer
Center for Educational Resources

Image Source: Pixabay.com

Twine 2.0: Not just for storytelling

For the past several years, I’ve been interested in storytelling as a means of improving student communication skills in any media. When I talk to students about communication skills, we discuss the importance of knowing your audience and of thinking about one’s research or project a being an opportunity to tell a story. I’m always on the lookout for applications and tools that might be useful in the classroom to help put these ideas into practice.

Black and white line drawing of a figure standing on an arrow with three heads pointing in different directions.A few years ago, I came across Twine, a tool for creating non-linear texts. It had potential, but at that time, the interface was a bit clunky, and didn’t seem intuitive enough for faculty and students to be able to pick up quickly. Enter Twine 2.0. A recent ProfHacker (Chronicle of Higher Education) blog post Starter Exercises for Interactive Storytelling, June 18, 2015, by Anastasia Salter, alerted me to a newer, easier to use version, with options for downloading or using it online. Twine casts itself as a game-writing tool, but more broadly it allows users to construct a story map.

What is a story map? If you were or had a child in the 80s or 90s, you may remember the popularity of the print “choose your own adventure” books. A story map allows you to graphically plot the paths that making a set of choices will take you down. This is the structure behind video games, as well as the “pick your next step” stories.

What can you do with Twine? Here’s what the Twine 2.0 guide says:

At its heart, Twine is a tool for creating hypertext. The difference between hypertext and a linear story, the kind found in books and magazines, is that it allows the reader to have some measure of agency. In other words, the reader has some ability over what he or she reads next. … [In creating a complex story or game] [b]ecause hypertext branches so much, it’s easy to get lost in your own work. Much of Twine is dedicated to helping you keep track of your work’s structure visually with a story map, so you can see what your readers’ experience will be like.

Can you build games with Twine? Of course! Twine has the capability to do conditional logic, so if the protagonist finds a key in an early part of the story, he or she can use it to open a door later on. It can also incorporate variables, which encompass the traditional trappings of games such as hit points and score. These, along with agency, are foundational concepts of interactivity, the currency of game design.

Beyond the gamification possibilities and the ability to create interactive narratives, Twine, and similar applications such as Inform 7 and Inklewriter, could be used more broadly for any activity that involves thinking critically about a decision process. Assignments that involve constructing a logic argument, inserting variables into an experimental model, or constructing hypothetical scenarios could all benefit from the features of Twine. Being able to “play” through the story map allows one to quickly identify flaws or problems.

There is a wiki full of information about using Twine. Get started with Twine 2: How to create your first story. Be sure you read Where Your Stories Are Saved before you start to avoid losing your work.

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Macie Hall, Senior Instructional Designer
Center for Educational Resources

Image Source: Pixabay.com

 

What is Gamification and Why Use It in Teaching?

A few weeks ago The Innovative Instructor had an inquiry from a reader who wanted to offer an online gamified Gothic art history class and was looking for models. Today’s post seeks to provide information on gamification, why you might want to consider using it in your teaching, and how to go about implementing gamification.

Gamification is defined as the application of typical elements of game playing (rules of play, point scoring, competition with others) to other areas of activity, specifically to engage users in problem solving. [Wikipedia and Oxford Online Dictionary] It has been used in marketing, but also has applications in education. In addition to promoting specific learning gains, games are a form of active learning. In some cases gamification includes the use of badges – think scouting merit badges in digital form – to promote learning and recognize competencies (e.g., Khan Academy has a badging system).

My own introduction to gamification came last October when I attended the annual Educause conference. One of the keynote speakers was Jane McGonigal who has a Ph.D from UC Berkeley and is a world renowned game developer.  Her 2012 TEDGlobal talk has had 4.5 million views, and her website is a great place to start learning about the value of games. “She points out that we like people better if we’ve played a game with them; we bond and build trust. And contrary to popular thinking, she explains that games are not so much a tool for escapism but rather a way to use our best selves. Gamers are extremely productive and collaborative within the realm of a game.”  [Friedman, Stan. “Finding the Future: Inside NYPL’s All-Night Scavenger Hunt.” Library Journal. July 13, 2011.]

It’s not all just fun. Games can be about finding solutions to serious problems as McGonigal states: “Many of my games challenge players to tackle real-world problems at a planetary-scale: hunger, poverty, climate change, or global peace, for example (see: EVOKE, World Without Oil, Superstruct).” [http://janemcgonigal.com/]

A search for scholarly articles on gamification [Google Scholar gamification in education] will get you to research on why gamification is an important teaching and learning strategy and how to incorporate gamification into your curricular planning. “In today’s digital generation gamification has become a popular tactic to encourage specific behaviours, and increase motivation and engagement. Though commonly found in marketing strategies, it is now being implemented in many educational programs as well, helping educators find the balance between achieving their objectives and catering to evolving student needs.” [Huang, Wendy Hsin-Yuan, and Dilip Soman. “Gamification Of Education.” 2013. p.5]

Huang and Soman define a five part process for applying gamification to the instructional environment.

Flow chart defining the steps to implementation of gamification in instruction.

The flow chart starts with knowing who your students are and where the course/training/instruction fits into the larger curricular framework. Context also refers to the type of instruction and where it will take place (individuals, groups, class size, face to face, online). Identification of “pain points” (factors that prevent learning advancement) will help the instructor define learning objectives and structure the placement of game elements in the curriculum. Then you can begin to identify resources – pre-existing games or ones that you will develop, which can range from complex to very simple. Finally, you will implement the gamification strategies.

Keep in mind that the objective is to gamify the process not the outcome. “Ben Leong, Assistant Professor at the School of Computing, National University of Singapore (NUS) states that there should be a clear understanding that gamification is independent of knowledge or skills. Gamification directly affects engagement and motivation and it indirectly leads to acquiring more knowledge and skills. Gamification encourages students to perform an action; for example, motivating students to practice computer programming will increase their skill and motivating students to memorize consistently can increase their knowledge.” [Huang and Soman. p. 15]

For many the big question will be “What games should I use?” There are a number of already developed, sophisticated games applicable to a variety of disciplines – STEM, humanities, social sciences – out there. For example, Entering the Education Arcade  [Jenkins, Henry, E. Klopfer, K. Squire, and P. Tan, “Entering the Education Arcade,” ACM Computers in Entertainment, Vol. 1, No. 1,
October 2003, Article 08] describes three games made by the Microsoft-MIT iCampus project, namely Supercharged!, Environmental Detectives, and Revolution. “Has education become nothing but fun and games? Not exactly. In each case, the games are being integrated into a range of other curricular activities. Games are enhancing traditional educational tools such as lectures, discussions, lab reports, homework, fieldtrips, tests, and textbooks. Games are being allowed to do what games do best, while other kinds of teaching support those lessons.” [Jenkins et al. p.2]

These links will take you to the games cited above and others developed by the MIT Education Arcade.

Also check out Games Learning Society, another developer of innovative educational video games, which “…promote engaging ways of learning about biological systems, civic activism, pro-social behavior, programming, and many other STEM domains.”

You don’t have to rely on existing video games, online simulations, coding your own games, or having students code in order to bring gamification to your teaching. Keep in mind that you are looking to identify a “pain point” and find a way to help your students learn that material. Role playing, research-oriented scavenger hunts, adapting classic television games or shows (e.g., Jeopardy, Who Wants to be a Millionaire?, Mission Impossible) to the classroom, are low-barrier methods to consider.  As this video demonstrates, it can be as simple as bringing buckets of ping pong balls to class. Here at Johns Hopkins, Professor of Biology Vince Hilser demonstrated the concept of equilibrium to students in an introductory biochemistry class by having them throw ping pong balls across the room. Specific rules, timed segments, and a spirit of competition fulfill the requirements for the activity to be a game.

Now, Innovative Instructor, your mission, should you choose to accept it, is to develop a game to help students conquer a learning obstacle in your class.

Macie Hall, Senior Instructional Designer
Center for Educational Resources


Image Source: Macie Hall adapted from Huang, Wendy Hsin-Yuan, and Dilip Soman. “Gamification Of Education.” 2013. p.7.