Advanced Online Course Design: Creating Non-Linear Content Structure with Gaming Tools
Have you ever looked at the various groups of learners in your course and wished that you could find a way to offer different content or activities for different learner contexts? Or maybe you have come up with ideas for “Choose Your Own Adventure”-type games for your learners, but just weren’t sure how to implement your idea? Or maybe you would like to offer different assignment options in an “assignment bank” format, but were unsure how to offer this to learners without confusing them over the options? This session will look at a tool called Twine that allows users to quickly build non-linear pathways that can present different options to different learners depending on what options they choose. We will also examine the various design theories from the realm of gaming theory that will help you conceptualize your ideas.
The session presented by Dr. Matt Crosslin occurred on July 17, 2019, and was sponsored by the Center for Research on Teaching and Learning Excellence and the LINK Research Lab.
Matt Crosslin, Ph.D. is a Learning Innovation Researcher with the LINK Research Lab. Matt’s current research activities focus on learning theory, innovation, learner empowerment, and learning analytics. Matt holds a Ph.D. in Learning Technologies from the University of North Texas, a Master of Education in Educational Technology from UT Brownsville, and a Bachelors of Science in Education from Baylor University. His research interests include instructional design, learning pathways, sociocultural theory, heutagogy, artificial intelligence, virtual reality, and open networked learning. He has a background in instructional design and teaching at both the secondary and university levels and has been an active blogger and conference presenter. He also enjoys networking and collaborative efforts involving faculty, students, administration, and anyone involved in the education process. Before coming to UTA, he worked in innovative learning centers as well as forward thinking education companies that looked to expand the limits of formal and informal learning.