• Looking at one of the learning games links provided this week, or another example you’re familiar with, (e.g., Minecraft for Education), describe the elements of the activity that show that it’s part of a game. Which element do you think is the most effective in terms of adding engagement?

the activity that shows it is part of the game is that it allows you to have control over alot of the element of the learning process, you are able to participate and control the settings in your own will, rather than being forced to completely follow a script of learning pattern. For example, in a story setting you are given choice to choose what steps to take as the main character as each step would lead you to different result, it makes you feel involved into the process that your are interactive rather than fully following a set of lesson.

  • Which of the trends identified is in keeping with your own experience of multimedia learning and which are not? Is there a trend that is missing from this list in your experience? Which of these trends do you think will have the biggest impact on learning in the next two years? Which do you think will still be around in ten years?

interms of trends of learning, i think the biggest we have all experianced was the flexible learning environment/hybrid learning spaced, especially with covid-19, a bunch of schools started doing this due to protocals of covid. This is definitely one that is going to have the biggest impract in the next twos years because schools many shools have been spending time to develope and furnish this mode into their mean learning mode for the past two years.