Internet Learning Volume 3, Number 2, Fall 2014 | Page 40

Internet Learning Volume 3 Number 2 - Fall 2014 Gamifying Course Content with SmashFact Britt Carr Introduction The annual report, Grade Change: Tracking Online Education in the United States, 2013 (Allen & Seaman, 2014) revealed an important and surprising trend: an increasing proportion of educational leaders view online courses as requiring greater discipline in order to be successful than face-to-face learning. In fact, more than 2/3 of those surveyed believe that students who are taking courses online face greater barriers. This poses a potential problem for both learners and institutions. For learners, this means the responsibility for completion of a degree requires exceptional intrinsic motivation and initiative in figuring out the key concepts they need to master in order to be successful. For institutions, students who are not successful drop out, and degree completion rates are a key metric of success, and academic leaders identify the issue of student retention for online courses as a serious concern. Therefore, identifying ways to enhance student success in an online environment is not just a concern for students themselves, it’s an important challenge for all of higher education. Those who take online courses require greater self-discipline for reasons outside of the learning environment, with many students choosing this type of learning environment because they are also juggling things like full-time jobs and family obligations while also trying to pursue a degree. As a result, online students already face an uphill battle because they have less time than traditional students for their courses. However, they also face the limitation that they do not have the face-to-face feedback from instructors to learn which key concepts they need to master. As we look to the future of online learning, a majority of higher education students can expect to take at least one online course. In order to enhance online students’ abilities to utilize the time they have available for their courses, and instructors’ success in meeting their students’ educational needs, we need solutions that isolate the most important concepts and help students master them faster. This article describes one particular solution that fills this need, a new product introduced in November of 2013 called SmashFact. SmashFact was designed as a solution for faculty to reduce time making rudimentary terms and concepts more engaging and spend less time on remedial learning. The tool facilitates the learning process by “gamify-ing” basic course content and reduces the barriers to success. By allowing teachers to transfer course content into a study-game app, students are able to use the app on any of their devices: phones, tablets or desktop computers. Background Beginning in 1994, I began developing interactive learning solutions for higher education. As an instructional designer and educational technologist at a university, my job facilitated an opportunity to meet with faculty and delve deeply into their educational problems for which they were seeking solutions. 39