Desire2Learn to Power Gamified Curriculum to Drive Student Engagement and Success
Desire2Learn (D2L), the EdTech company that created the world’s first truly integrated learning platform, today announced that Lambton College is using D2L technology to launch a new game-based learning model. Lambton is incorporating gamification into its curriculum to better reach its mobile-savvy student population and increase their engagement with the course material.
According to the 2013 NMC Horizon Report¹ for higher education, the gamification of curriculum is a rapidly emerging trend in higher education and will become more commonplace in the coming years. The report states that “research has long indicated that video games help stimulate the production of dopamine, a chemical that provokes learning by reinforcing neuronal connections and communications. Furthermore, educational game-play has proven to increase soft skills in learners, such as critical thinking, creative problem-solving and teamwork.”
“One of the greatest challenges for any educator is to get students engaged with the content they need to advance their education. The gamification of our curriculum presents a unique opportunity for Lambton to take advantage of an increasingly mobile-based learning environment by creating gamified courses that students can leverage from any device,” said Rick Overeem, Associate Dean, Learning Innovation Centre at Lambton College. “The D2L Integrated Learning Platform gives us the flexibility to take advantage of forward-looking approaches to learning like gamification, ensuring that we’re doing everything we can to help our students learn and succeed.”
D2L integrates all of the most innovative learning tools available on the market today into one platform, enabling schools to take advantage of the latest learning techniques and technologies. Through D2L, Lambton is able to design curriculum that features avatars and interactive or competitive components, like scoreboards, that students can access in interactive ways right from their mobile devices. The program, launching in the fall semester (September 2014), will initially feature six gamified courses. Lambton College plans on launching additional gamification courses for the spring semester.
“Gamification is one of the trends changing how we approach education. Game-based learning has proven effective in helping students enhance problem solving and critical thinking,” said John Baker, President and CEO, Desire2Learn. “This is a great example of why schools need a learning platform with open APIs and strong standards support that allows them to integrate the multitude of technologies, techniques and new pedagogies that are emerging to help learners succeed in their education endeavors.”
¹ NMC Horizon Report: 2013 Higher Education Edition, Sept. 2013