Breadcrumbs

 

 AST sharing on R17 Gamification and Quiz.

flip learning materials as requested by AST.

Singapore website.

Executive Summary:

This briefing document summarizes information related to a 2022 presentation on gamification and quizzes within Release 17 (R17) of Singapore's Student Learning Space (SLS). The materials highlight the integration of gamified elements and quiz functionalities within the SLS platform, primarily for teacher use in creating interactive learning experiences. The source provides links to various examples, templates, and related resources, indicating a focus on practical implementation and sharing among educators.

Main Themes and Important Ideas/Facts:

  1. Focus on SLS R17 Features: The central theme revolves around the gamification and quiz features available in Release 17 (R17) of the Student Learning Space (SLS), a national e-learning platform in Singapore. The title explicitly mentions "R17 Gamification and Quiz," indicating that the presentation and associated materials were designed to familiarize educators with these specific functionalities.
  2. Flip Learning Materials: The event was connected to a request for "flip learning materials as requested by AST." This suggests that gamification and quizzes are being explored as tools to enhance flip learning pedagogies, where students engage with learning materials before class, and in-class time is used for deeper engagement and application.
  3. Teacher-Centric Resources: The provided links and descriptions predominantly cater to teacher use. Examples include:
  • A link labeled "teacher use: moe00254t" which likely provides access to the gamification and quiz creation tools within a teacher account.
  • Instructions and links related to previewing gamification from a student perspective, with a specific note about the need to add a student ("WANGX0254S LOK") for testing as "preview as student for moe00254t does not reset the gamification scores by design." This highlights a practical consideration for teachers testing these features.
  1. Gamification and Quiz Equivalence: A significant point is the statement "Quiz same as Game." This suggests a potential overlap or integration of quiz functionalities within the gamified elements of SLS R17. It could imply that quizzes can be designed with game-like features, or that the platform uses similar mechanisms for both.
  2. Access to Sample Templates: The source mentions the availability of "sample gamification templates in preprd," with a specific link provided. This indicates that educators have access to pre-designed structures that can be adapted for their specific learning objectives, potentially easing the implementation of gamification. Several other links to lessons in the "community-gallery" within the preprd environment are also provided, suggesting concrete examples of how these features can be used in different contexts.
  3. Teacher Account Issues: A note mentions a technical issue: "since 39776 the teacher account was deleted by ufin probably due some testing." This indicates the dynamic nature of the development and testing environment and might explain why some users could encounter temporary issues.
  4. Context within OER Platform: This information is shared within the "Open Educational Resources / Open Source Physics @ Singapore" platform. This context suggests that the use of gamification and quizzes within SLS is being explored and shared within a community focused on open educational practices, particularly in physics education, although the examples provided seem broadly applicable.
  5. Links to External Blog Post: A link to a blog post ("https://weelookang.blogspot.com/2022/05/20220520-ast-sharing-on-r17.html") related to the "20220520 AST sharing on R17" event is provided. This likely contains further details, discussion, and potentially visual aids from the actual presentation.
  6. Variety of Educational Resources: The extensive list under the "end faq" section, while not directly related to gamification and quizzes, showcases the breadth of open educational resources available on the platform. It includes JavaScript simulations, applets, interactive tools, and workshop materials across various subjects and grade levels, suggesting a rich ecosystem for educators to draw upon.

Key Quotes from the Source:

  • "flip learning materials as requested by AST." (Contextualizes the purpose of the presentation)
  • "preview as student for moe00254t does not reset the gamification scores by design" (Highlights a technical aspect for teacher testing)
  • "show sample gamification templates in preprd" (Indicates the availability of ready-to-use resources)
  • "Quiz same as Game" (Suggests an integration or overlap between quiz and gamification features)
  • "since 39776 the teacher account was deleted by ufin probably due some testing" (Points to a technical incident in the testing environment)

Implications and Potential Discussion Points:

  • The focus on R17 suggests a continuous evolution of the SLS platform with the incorporation of interactive and engaging features like gamification and quizzes.
  • The emphasis on teacher resources and testing protocols indicates a practical approach to rolling out these features to educators.
  • The stated equivalence of "Quiz same as Game" warrants further exploration to understand the specific ways in which quizzes can be gamified within SLS R17.
  • The availability of sample templates and community gallery lessons encourages the sharing and adoption of effective gamification and quiz strategies among teachers.
  • The broader context of open educational resources provides a rich environment for educators to integrate these features with other interactive learning materials.

Further Action:

  • Review the linked blog post for potentially more detailed information and insights from the "20220520 AST sharing on R17" event.
  • Explore the sample gamification templates and community gallery lessons in the preprd environment to gain a practical understanding of how these features are implemented.
  • Investigate the specific functionalities that contribute to the statement "Quiz same as Game" within SLS R17.

This briefing document provides a preliminary overview based on the provided source. Further investigation of the linked resources would offer a more comprehensive understanding of the gamification and quiz features in SLS R17.

 

 

Gamification and Quiz Study Guide

Quiz

  1. What was the occasion for the "AST sharing on R17 Gamification and Quiz"?
  2. Who are the listed teacher and student accounts associated with the gamification and quiz materials? What was the purpose of adding the student account?
  3. What does the source material indicate about the relationship between a "Quiz" and a "Game" in this context?
  4. Where can sample gamification templates be found according to the provided text? What is the platform mentioned?
  5. What happened to the teacher account with the number 39776? What is the likely reason for this?
  6. Besides the main event page, where else can information about the "20220520 AST sharing on R17" be found?
  7. What platform hosts the flip learning materials mentioned in the context of the AST sharing?
  8. What is the general focus of the majority of the links provided after the main event description? Provide a brief description.
  9. What do the breadcrumbs at the top of the page indicate about the location of the "20220520 AST sharing on R17 Gamification and Quiz." page?
  10. What is the Creative Commons license associated with the content of the "Open Educational Resources / Open Source Physics @ Singapore" website? What does it allow?

Quiz Answer Key

  1. The "AST sharing on R17 Gamification and Quiz" was a flip learning materials session as requested by AST (Academy of Singapore Teachers).
  2. The teacher account is moe00254t, and the student account is WANGX0254S (LOK). The student account was added to test the gamification features because the teacher preview mode does not reset gamification scores by design.
  3. The source material explicitly states, "Quiz same as Game," suggesting that in this context, the terms are used interchangeably or that quizzes are designed with gamified elements.
  4. Sample gamification templates can be found in "preprd," which is likely a pre-production or testing environment. The specific platform is vle.preprd.sls.ufinity.com.
  5. The teacher account 39776 was likely deleted by Ufinity due to some testing activities on the platform.
  6. Information about the "20220520 AST sharing on R17" can also be found on the weelookang.blogspot.com blog.
  7. The flip learning materials are hosted on the VLE (Virtual Learning Environment) platform with the domain vle.dev.sls.ufinity.com.
  8. The majority of the links provided after the main event description are for various interactive simulations and quizzes, primarily focusing on physics and mathematics concepts, created using tools like JavaScript and HTML5.
  9. The breadcrumbs indicate that the page is located under Home > Events/Workshop/Talks > AST sharing on R17 Gamification and Quiz.
  10. The content is licensed under the Creative Commons Attribution-Share Alike 4.0 Singapore License, which allows others to distribute, remix, adapt, and build upon the work, even commercially, as long as they credit the original creator(s) and license their new creations under identical terms.

Essay Format Questions

  1. Discuss the potential benefits and challenges of integrating gamification into educational quizzes, based on the information presented in the source material and your understanding of educational technology.
  2. Analyze the purpose and significance of providing separate teacher and student accounts for testing gamified quizzes, as highlighted in the context of the SLS platform.
  3. Based on the variety of interactive simulations and quizzes linked in the source, explore the role of such open educational resources in enhancing physics and mathematics learning.
  4. Considering the context of an "AST sharing," discuss the importance of teachers sharing and exploring new pedagogical approaches, such as gamification, within their professional networks.
  5. Reflect on the implications of using pre-production environments (like "preprd") for developing and testing educational resources before their wider release to teachers and students.

Glossary of Key Terms

  • Gamification: The application of game-design elements and game principles in non-game contexts. In education, this often involves incorporating elements like points, badges, leaderboards, and challenges into learning activities to increase engagement and motivation.
  • Quiz: A short test of knowledge, typically consisting of brief questions. In the context of this material, quizzes are sometimes designed with gamified elements.
  • AST (Academy of Singapore Teachers): A professional development institute for educators in Singapore, focused on enhancing teaching practices and learning outcomes.
  • R17: Likely refers to Release 17 of a specific software or platform, in this case, likely the Student Learning Space (SLS). These releases often include new features and updates.
  • Flip Learning: An instructional strategy where students learn new content online, usually via video lectures, outside of class, and classroom time is used for active learning, problem-solving, and discussion.
  • VLE (Virtual Learning Environment): An online platform that provides tools and resources to support teaching and learning. In this context, it refers to the SLS platform.
  • preprd: Likely stands for "pre-production," which is a testing or development environment used before a software or platform update or feature is released to the live or production environment.
  • SLS (Student Learning Space): A national online learning platform used in Singapore schools to support teaching and learning.
  • Open Educational Resources (OER): Teaching, learning, and research materials in any medium – digital or otherwise – that reside in the public domain or have been released under an open license that permits no-cost access, use, adaptation, and redistribution by others with no or limited restrictions.
  • Creative Commons Attribution-Share Alike 4.0 Singapore License: A specific type of open license that allows others to use and build upon the work as long as they give appropriate credit and license their derivative works under the same or a compatible license.

 

 

https://vle.dev.sls.ufinity.com/mrv/assignment/view/96d4cb55-5fd7-4a3e-b67f-d3c8d138699c/section/890635876/cover"}">https://vle.dev.sls.ufinity.com/mrv/assignment/view/96d4cb55-5fd7-4a3e-b67f-d3c8d138699c/section/890635876/cover

teacher use: moe00254t

 

student: WANGX0254S

LOK

had to add this student to test the gamification since preview as student for moe00254t does not reset the gamification scores by design

https://vle.dev.sls.ufinity.com/mrv/assignment/attempt/96d4cb55-5fd7-4a3e-b67f-d3c8d138699c/cover"}">https://vle.dev.sls.ufinity.com/mrv/assignment/attempt/96d4cb55-5fd7-4a3e-b67f-d3c8d138699c/cover

 

show sample gamification templates in preprd

542228

since 39776 the teacher account was deleted by ufin probably due some testing 

https://vle.preprd.sls.ufinity.com/mrv/community-gallery/lesson/view/4e92930e-7b7c-402b-91c4-34b28d6d0373/cover"}">https://vle.preprd.sls.ufinity.com/mrv/community-gallery/lesson/view/4e92930e-7b7c-402b-91c4-34b28d6d0373/cover

https://vle.preprd.sls.ufinity.com/mrv/community-gallery/lesson/view/22186d33-1559-4f25-9c24-68d210154177/cover"}">https://vle.preprd.sls.ufinity.com/mrv/community-gallery/lesson/view/22186d33-1559-4f25-9c24-68d210154177/cover

https://vle.preprd.sls.ufinity.com/mrv/community-gallery/lesson/view/1c6f5fd7-88d5-4ebe-9b0a-5eedaa776296/cover"}">https://vle.preprd.sls.ufinity.com/mrv/community-gallery/lesson/view/1c6f5fd7-88d5-4ebe-9b0a-5eedaa776296/cover

https://vle.preprd.sls.ufinity.com/mrv/community-gallery/lesson/view/98e32098-bf08-4e1a-9755-74477882b0aa/cover"}">https://vle.preprd.sls.ufinity.com/mrv/community-gallery/lesson/view/98e32098-bf08-4e1a-9755-74477882b0aa/cover 

 

Quiz same as Game

https://vle.dev.sls.ufinity.com/mrv/assignment/view/96d4cb55-5fd7-4a3e-b67f-d3c8d138699c/section/890635876/cover"}">https://vle.dev.sls.ufinity.com/mrv/assignment/view/96d4cb55-5fd7-4a3e-b67f-d3c8d138699c/section/890635876/cover

https://weelookang.blogspot.com/2022/05/20220520-ast-sharing-on-r17.html

 

end faq

{accordionfaq faqid=accordion4 faqclass="lightnessfaq defaulticon headerbackground headerborder contentbackground contentborder round5"}

Frequently Asked Questions: Gamification, Quizzes, and Educational Resources

1. What is the primary focus of the "20220520 AST sharing on R17 Gamification and Quiz" event?

The primary focus of this event was to share information and resources related to gamification and quizzes within the context of Release 17 (R17) of the Student Learning Space (SLS) platform, particularly for teachers (AST). It aimed to provide educators with insights into how to utilize these features for flip learning and to enhance student engagement.

2. Where can teachers find the flip learning materials mentioned in the context of this event?

The flip learning materials requested by teachers (AST) are likely accessible through the provided vle.dev.sls.ufinity.com link, specifically within assignment view 96d4cb55-5fd7-4a3e-b67f-d3c8d138699c, section 890635876, cover. This link is intended for teacher use (moe00254t).

3. How can teachers preview gamified content from a student's perspective, and what is a noted limitation?

Teachers can typically preview content as a student within the SLS. However, a limitation mentioned is that the student preview for the teacher account (moe00254t) does not reset gamification scores by design. To overcome this for testing purposes, a separate student account (WANGX0254S LOK) was specifically added to allow for the observation of gamification from a student's view with score resets.

4. Where can examples of gamification templates be found within the SLS environment?

Sample gamification templates are indicated to be available in the pre-production (preprd) environment of SLS, specifically under the community gallery section. The provided link (https://vle.preprd.sls.ufinity.com/mrv/community-gallery/lesson/view/4e92930e-7b7c-402b-91c4-34b28d6d0373/cover) serves as an entry point to explore these templates and other shared lessons incorporating gamification. Additional example links to community gallery lessons are also provided.

5. Is there a distinction being made between "Quiz" and "Game" in the context of the R17 sharing?

Based on the provided text, it appears that within the SLS R17 framework, the terms "Quiz" and "Game" might be used interchangeably or have significant overlap in their implementation, as indicated by the statement "Quiz same as Game" with a link pointing to a quiz within an assignment.

6. What other types of educational resources are available through the Open Educational Resources / Open Source Physics @ Singapore platform?

Beyond gamification and quizzes, the platform hosts a wide array of open educational resources, particularly focusing on physics but also extending to mathematics, chemistry, and biology. These resources include interactive JavaScript/HTML5 applet simulations, models, quizzes, games, virtual labs, and even materials related to workshops and teaching guides for various subjects and levels (primary to A-level). Examples range from physics simulations like pendulum motion and electromagnetism to mathematics interactives on fractions and geometry, and even science-related games like matching chemical symbols or exploring life cycles.

7. What is the Student Learning Space (SLS) Community Gallery, and what kind of content can be found there?

The SLS Community Gallery is a platform within the Student Learning Space where teachers can contribute and share their self-created lessons and resources. The content found there includes a diverse collection of interactive lessons, simulations, quizzes, games, and other learning materials across various subjects and grade levels. The provided links showcase examples of gamified lessons and interactive simulations available in the gallery.

8. What licensing applies to the resources found on the Open Educational Resources / Open Source Physics @ Singapore platform?

The contents of the Open Educational Resources / Open Source Physics @ Singapore platform are licensed under the Creative Commons Attribution-Share Alike 4.0 Singapore License. This license allows for the sharing and adaptation of the materials, provided that attribution is given to the original creators and any derivative works are shared under the same license. For commercial use of the EasyJavaScriptSimulations Library, a separate license needs to be obtained by contacting fem@um.es directly.