The gamification design approach in the OpenVM project builds on the approach of meaningful gamification by Nicholson (2012a, 2012b) and the Personal Learning Environment approach by Buchem et al. (2011, 2014), emphasising the shift of control and ownership from the educator or the designer of the learning environment to the learner.
This paper is a public document produced as part of Outcome O5 “Open Credentials and Gamification”, O5-A2 “Conceptual and Visual Design of Gamification for Learning ” in the Open Virtual Mobility Erasmus+ strategic partnership (2012-2020) and describes the process, methodology and results of designing gamification for learning in the Open Virtual Mobility project.
This publication summarises the results from the first three milestones in O5-A2:
- Milestone 1: O5-A2.1: Definition of the design process and tools (February 2018)
- Milestone 2: O5-A1.2: O5-A2.2: Meaningful gamification concept (May 2018)
- Milestone 3: O5-A2.3: Design of gamification elements (October 2018)
The concept of gamification for learning described in this paper is used for implementation and user testing in the Open Virtual Mobility Learning Hub in milestone O5-A2.4: Implementation in the VM Learning Hub and User-Testing: https://hub.openvirtualmobility.eu
Suggested citation
Buchem, Ilona & Carlino, Chiara (2018). Conceptual and Visual Design of Gamification for Learning in the Open Virtual Mobility Learning Hub. Open Virtual Mobility Erasmus+ (2017-2020). Retrieved from https://www.openvirtualmobility.eu/topics/outputs
We are collecting feedback on the current concept of meaningful gamification. If you have any ideas for us to improve the concept, please write us a comment below.
OpenVM_O5-A2-publication2018