Internet Learning Volume 3, Number 2, Fall 2014 | Page 44

Gamifying Course Content with SmashFact SmashFact website address: http://www.smashfact.com/iljDemo/index2.html SmashFact The solution I developed was Smash- Fact. This educational tool provides teachers/professors a way to “gamify” study material by quickly turning course content into a customized app without having to write any code. Like the other activities I had developed, SmashFact provides a platform for faculty members to engage students while letting them practice exactly what they need them to know. SmashFact is flexible, allowing faculty embers to include audio, images or simply use text. in SmashFact code. Students play by “Smashing” the correct answer as fast as they can. 4. Teachers get usage data to share with administration or to use as attendance, grades for extra credit or participation points. After registering on smashfact.com teachers and faculty are walked through the activity creation process by a step-bystep ‘wizard’ which introduces them to the terminology and requirements for creating their own study app. Faculty need to: How SmashFact Works: 1. Teachers transfer study content from their course lectures on SmashFact. com. Content can include text, audio or images. 2. Teachers send a ‘SmashFact Code’ to their students 3. Students purchase the app (for any smartphone, tablet or laptop) and paste 43 1. Provide a title - This allows students to identify your activity in their app. 2. Add a ‘Level’ - levels can be levels of difficulty or they can align with your curriculum (i.e, Chapter 1: Level 1, Chapter 2: Level 2, etc. ). 3. Fill the level with a Question / Answer pair- Questions can be text, audio or images. Add a question and its answer. Faculty can even specify three custom