Internet Learning Volume 4, Number 2, Fall 2015 | Page 95

Internet Learning modeled after the animal kingdom, the goal was to have an unknown set of NPCs encouraging the top, bottom and mid-range players to continue to strive for excellence. The Treasure Hunter Report featured each student who participated in the game (all but one in the hybrid class and all of them in the online class) and the NPCs, but without the students realizing that some of the names were not classmates. This was important to preserve anonymity and to encourage players at all levels to strive for excellence. Analysis of the Treasure Hunter Case Study The evaluation of the collected data focused on studying whether the course and learning objectives were met and if they satisfied the program outcomes. The goal was to strengthen two fast track graduate classes and foster better team experiences. As the game centered on the use of normal class activities using game-based metaphors, the course assessment method was a natural choice for evaluating whether the game constructs met the desired course outcomes. The Treasure Hunter’s Game had five goals in addition to the course objectives: 1. participation early and often in the course 2. encouraging contributions with substantive content 3. promoting collaboration and team communication skills 4. providing traceability for individual activity on the team project 5. encouraging successful team outcomes with measurable competencies Since the number of graded measurements grew from weekly assignments to over 25 measurements, the students were free to work ahead or to spend more time on desired activities, and in response, their treasure grew and their game status rose as they progressed through the team activities. A set of game titles mapped to the different reputation levels, giving the gamers roles and a way of characterizing and visualizing their accomplishments. The energy shifted from the perception of routine course work to their demands for more opportunities to earn gold and faster publication of the treasure report. The goal was to strengthen two fast track graduate classes and foster better team experiences. Case Study Results The results are separated by each goal and type of class delivery method, which featured a hybrid class that met one day a week in the classroom with the discussions and activity online, and a fully online class. The difference between them featured the ability for the hybrid class offering of the software requirements engineering class to hold a face-to-face team meeting after class while the online class never met in class. They both had the class area in the online course management system for posting team discussions, assignments and their learning artifacts. See Table 4 for a comparison of the results for the hybrid and online class when compared to prior class offerings. Goal 1: Increased participation: The hybrid class featured the development of a software project management plan and 88% of the 25-member class was enthusiastic contributors, 94