IE University Library reinforces its liquid learning model with gamification, augmented and immersive reality
The institution's library offers educational tools based on gaming, such as Classcraft or Seppo.
IE University Library now offers programs and learning tools that use gaming to support teachers in their distance learning classes and to improve students’ academic performance. These new resources reinforce the academic model of liquid learning, which IE University will launch in September, with face-to-face and online students connected simultaneously via the classroom.
IE University’s commitment to liquid learning represents a new step in educational innovation and responds to the challenges faced by the education sector internationally. Classcraft and Seppo are applications being offered by IE’s Library as part of its commitment to this new model allowing teachers to bring the mechanics of games into their university classes.
Classcraft is a role-playing video game that stimulates commitment in the classroom and seeks to motivate students. Teachers create missions with resources and subject content, and each student plays a character, completes missions, earns points based on their performance and behavior, and evolves within the game. For its part, the Seppo platform allows teachers to create video games with which to set tasks and challenges that students must solve. Teachers design the game on their computers and students play individually or in groups from their mobile phones. It is also possible to make videos, audios and texts, as well as add images and links to additional content with Seppo. During the game, teachers follow the events, evaluate students’ answers and give them feedback.
A group of IE University professors have also incorporated gaming into their classes. Among these is Brendan Anglin, author of The Negotiation Jungle. “I love the idea of gamifying my classes and so I use Classcraft, which is a fantastic role-playing game,” he says.
“Our library is a pioneer in the use of disruptive technologies, changing the customer experience through services such as gamification, augmented and immersive reality and the DIY IE Library application.”
Amada Marcos, Director of IE’s Library
“Our library is a pioneer in the use of disruptive technologies, changing the customer experience through services such as gamification, augmented and immersive reality and the DIY IE Library application,” says Amada Marcos, Director of IE’s Library. She adds that the library has an extensive collection of online articles and books and electronic resources such as computer graphics, video tutorials and interactive maps.
Recognized as one of the world’s leading educational institutions, IE University develops online and face-to-face learning methodologies that benefit the institution’s network of communities, comprising more than 60,000 graduates in positions of responsibility in 165 countries. IE University will promote a liquid learning model from September 2020, which will allow students to be connected in the classroom simultaneously face-to-face and online.
The programmes will benefit from an innovative design that will integrate on-campus sessions for students from 140 countries at IE University. There will also be hybrid sessions with face-to-face students in class and students connected online to the classrooms with the same immersive experience. And there will be asynchronous sessions that allow for individual work with the support of professors. This format will provide flexibility to the students and will reinforce an active and personalized learning, oriented to the resolution of real world problems. IE University has redesigned all courses with new methodologies, content and academic materials to adapt them to this new model of liquid education. The institution is also working to redesign its facilities and provide classrooms with technological solutions to enhance interaction.