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Output 6 - Gamification framework to utilise digital sensor evidence for pedagogic environmental awareness

This output will develop a gamification framework to utilise digital sensor evidence for pedagogic environmental awareness purposes. Gamification has been used as a pedagogic strategy for student engagement for some time, and it is the objective of this work package to integrate this into the TEASPILS pedagogic model. Especially, the collected datasets from the various ambient technologies and sensors offer themselves for devising quantitative gaming strategies, such as leaderboards, points, levels and other comparative competitions between plants, pupils and at inter-school level.
The idea behind this intellectual output is to make sensor data and the use of technology in plant care interesting and engaging also to younger pupils (primary level). Gaming theory will be used to create a framework of pedagogic models that can be used in environmental teaching activities. The output is divided into two timelines: At the outset of the project,
based on the equipment used (IO2 & IO3) and the teaching materials (IO1) being developed, a first plan to integrate gamification elements in the pilot study (IO4) will be generated and implemented. This also contains a personal dashboard (IO3) based on learning analytics from the evolving datasets. The second phase is started as a follow-up to the pilots and evaluation (IO5). It will generate a theoretical framework based on the analysis of the experiences with learning analytics from the pilots and its pedagogical usage. This framework will be consolidated into the Open Online Course (IO1) and the Knowledge Hub (IO7) as a sustainable pedagogic model including assessment models to outlive the project period and inform future adoptions.

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