Internet Learning Volume 3, Number 2, Fall 2014 | Page 46

Gamifying Course Content with SmashFact Future Directions Future versions of SmashFact will address several learning challenges raised by faculty members. The first issue is related to scoring. Currently, students have 10 seconds to answer each question. For every second that passes, students lose 10 points from the allowable score for each question. Missed questions are thrown back into the “unanswered” queue. No additional points are added for replaying a level. Future versions will adjust replay scoring to allow students to improve their score by practicing more. In addition, future versions will offer the ability for students and faculty to track incorrect answers. Faculty members will be able to customize game feedback to prompt student to replay levels with a high number of incorrect answers. This feature will also help faculty identify poorly written questions or course content for which students are experiencing particular difficulty. In the next version, SmashFact will offer adjustable font size to increase the amount of characters a question can contain. Currently the limit is 56 characters. Fourth, we will consider the settings for previewing questions. Faculty can currently press a button and see a preview of how their question will appear in the SmashFact app. However, in the next version, a thumbnail image and speaker indicator will be available in the Question/Answer settings. Finally, faculty members will be offered the opportunity to share their activity with others. This feature may be particularly useful as a kind of open source educational solution. Faculty members can make available their app for colleagues or teaching assistants so they can begin the development of the own version by building on an existing activity. A “Duplicate” function will allow faculty in the same program to share the same root activity, and each faculty will be able to customize questions or make an easier/more advanced versions. Conclusions Higher education is facing new challenges as a growing proportion of higher education learning is occurring online. In fact, as of Fall 2012, 7.1 million students were taking one online course, indicating that 1 in 3 courses are now occurring online, and this number continues to grow. In order to increase the success of student outcomes, and increase degree completion for online students, we need to employ educational interventions that facilitate mastery of key concepts, particularly in introductory and “weed-out” courses — the most common type that are taken online. SmashFact offers one solution designed to decrease barriers to learning for both students and instructors. Reference Allen, E. & Seaman, J. (2014). Grade Change: Tracking Online Education in the United States, 2013. Babson Survey Research Group, Babson Park, MA. About the Author Britt Carr is the co-founder of Advanced Authoring and developer of SmashFact, has been developing interactive learning since 1992. In addition to helping solve teaching and learning challenges for universities across the country, he has served as a consultant to interactive software giants Macromedia and Adobe Inc. From 2008 - 2013, Britt was nominated as a Higher Education Leader and in 2009 received the “Impact Award” from Adobe for contributions to education. He lives in San Martin, California with his wife and two children. 45