‘Think to be Entertained’: On Re-Purposing Canvas LMS Features for SCL + CT-based, Course Gamification
DOI:
https://doi.org/10.63529/ajpe.v3i1.7667Keywords:
Educational-Entertainment, Gamification, Games-based assisted learning, Canvas, ExtrapolationAbstract
COVID-19-era education is defined by distance, reliance on technology, and breaking from the ‘brick and mortar’ setup. While several tools for connectivity enable facilitators to coordinate with their students and conduct classes in real-time, how instructors bear the onus of content creation and instructional design remains.
This paper is about the author’s experimentations to refresh the way students would look at the Humanities and Social Science subjects in terms of their value as engagements and the honing of global citizenship and lifelong learning virtues. The concepts, execution, and theoretical discussions of design covered in this paper revolve around the author’s adventure game-inspired interface and facilitation design for Canvas, which she had been implementing as her primary strategy from August 2020 to December 2021 at Far Eastern University Manila, for the subjects GED 0107 Readings in Philippine History; GED 0117 Culture, Ideas, Society, & Innovation; IDP 0102; Introduction to Cultural Studies; and IDS 1201 Introduction to Intercultural Communication.
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