Internet Learning Volume 3, Number 2, Fall 2014 | Page 44
Gamifying Course Content with SmashFact
SmashFact website address: http://www.smashfact.com/iljDemo/index2.html
SmashFact
The solution I developed was Smash-
Fact. This educational tool provides
teachers/professors a way to “gamify”
study material by quickly turning course
content into a customized app without having
to write any code. Like the other activities
I had developed, SmashFact provides
a platform for faculty members to engage
students while letting them practice exactly
what they need them to know. SmashFact is
flexible, allowing faculty embers to include
audio, images or simply use text.
in SmashFact code. Students play by
“Smashing” the correct answer as fast as
they can.
4. Teachers get usage data to share with
administration or to use as attendance,
grades for extra credit or participation
points.
After registering on smashfact.com
teachers and faculty are walked through
the activity creation process by a step-bystep
‘wizard’ which introduces them to the
terminology and requirements for creating
their own study app. Faculty need to:
How SmashFact Works:
1. Teachers transfer study content from
their course lectures on SmashFact.
com. Content can include text, audio or
images.
2. Teachers send a ‘SmashFact Code’ to
their students
3. Students purchase the app (for any
smartphone, tablet or laptop) and paste
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1. Provide a title - This allows students to
identify your activity in their app.
2. Add a ‘Level’ - levels can be levels of difficulty
or they can align with your curriculum
(i.e, Chapter 1: Level 1, Chapter
2: Level 2, etc. ).
3. Fill the level with a Question / Answer
pair- Questions can be text, audio or
images. Add a question and its answer.
Faculty can even specify three custom