Hello and welcome. This blog has been set up and configured for the purposes of submitting Assignment 2 for the Monash Education Design course unit EDF5772 Innovations in technologies and pedagogical practices. Feel free to take a look around. All images Copyright Richard Bugg, unless otherwise credited. Cheers, Richard.

EDF5772 Assignment 2: Part 1 Introduction

In this series of blog posts, I’ll be examining the emerging pedagogy of gamification and taking a look at how it might meet some of the educational needs of working paramedics. Interest in the popularity of computer games, their strong intrinsic motivational effects, and how they might inform and contribute to the learning process dates back at...
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EDF5772 Assignment 2: Part 2 Explanation of the use of gamification for paramedics

The Paramedicine Board of Australia (PBA) describes a wide variety of professional capabilities required of registered paramedics in order to practice safely and competently (PBA, 2018). These capabilities depict the knowledge, skills and professional attributes that must be learned, maintained, and practiced across a diverse array of clinical sett...
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EDF5772 Assignment 2: Part 3 Evaluation - Theory

As a design process, the intent of gamification is to augment or alter existing real-world processes using insights from the game design research literature so that users will experience the revised process as more game-like (Landers et al., 2018). In an education setting, it is hoped the use of game design elements via the process of gamification...
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EDF5772 Assignment 2: Part 4 Evaluation - Evidence Base

Broadly speaking, studies have tended to test the outcomes of gamification using a combination of different game design elements simultaneously (e.g. Armstrong & Landers, 2017; Bai et al., 2020; Mazarakis & Bräuer, 2022; van Gaalen et al., 2021) often with mixed results (Mazarakis & Bräuer, 2022). Mazarakis et al (2022) speculate that a possible ex...
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EDF5772 Assignment 2: Part 5 Conclusion

There is no doubting the rise in interest and attention to gamification of educational content. Studies reveal considerable promise that common design elements present in video games, either singly or in concert, can help to foster interest and engagement in learned content, and help to motivate specific desired behaviours, such as task completion.
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EDF5772 Assignment 2: Part 6 References

References Al-Rayes, S., Al Yaqoub, F. A., Alfayez, A., Alsalman, D., Alanezi, F., Alyousef, S.,... Alanzi, T. M. (2022). Gaming elements, applications, and challenges of gamification in healthcare. Informatics in Medicine Unlocked, 31, 100974. https://doi.org/https://doi.org/10.1016/j.imu.2022.100974 Almeida, C., Kalinowski, M., & Feijó, B. (202...
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