Internet Learning Volume 4, Number 2, Fall 2015 | Page 99

Internet Learning andragogy was a common learning strategy as students would use trial and error to map their prior knowledge to new experiences and review the content only when their behaviors was not supported. Several opportunities for future work are indicated. Through gamification, it may be possible to blend how adults learn (andragogy) with self-determined learning (heutagogy) to offer insights on how to enhance knowledge and skill development through online learning. Ethnographic studies that follow the gamers through time and over several courses may discover insights useful for future work. How to transfer the energy and ownership of the game to the students as players through game ownership may lead to interesting research in shared leadership and peer mentorship. As learning involves certain challenges, future work may explore the strategies for achieving game balance to meet curriculum requirements and how to maintain game balance by keeping the challenge level slightly higher than the skill level of its players. The Flow Model (Csikszentmihalyi, 1975; Hoffman & Novak, 2009) is one instrument for examining the gamer’s perceptions and emotions as they face new challenges and attempt to develop their skills through gamification. Through gamification, it may be possible to blend how adults learn (andragogy) with selfdetermined learning (heutagogy) to offer insights on how to enhance knowledge and skill development through online learning. Conclusion Gamification offers the promise of better online learning experiences with regard to early work and effective teamwork. Through the use of game-based mechanics, it can encourage learners to participate, collaborate and develop effective online team skills. But there are no guarantees that the use of game design in an online course will lead to success. Future successes in this area will come from careful planning and design; from selecting game mechanics and rewards that map to the beliefs and values of the participants, and for selecting metaphors and game characteristics that support how the players feel about the tasks and their importance. By blending user interaction design strategies with game-based mechanics and a sensitivity for what motivates the participants, achieving the desired outcomes through a great gamification experience is within reach. Gamification offers the promise of better online learning experiences References Anderson, A., Huttenlocher, D., Kleinberg, J., & Leskovec, J. (2013). Steering user behavior with badges. Paper presented at the Proceedings of the 22nd international conference on World Wide Web. Aparicio, A. F., Vela, F. L. G., Sánchez, J. L. G., & Montes, J. L. I. (2012). Analysis and application of gamification. Paper presented 98