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Q: How involved are teachers?  What do they need to do?

A:  Teachers just need to create great learning opportunities/activities for students in Moodle.  Once your school has been connected to our server, students will earn coins for their effort in Moodle automatically. To personalize the app for your school, you will need to have a designated dashboard administrator to set up challenges, moderate student generated content, and manage the store.  This would not require a lot of time and you could share some of these responsibilities among a few colleagues.  Using Mootivated, any teacher can use their phone camera to redeem student items from the store.  

Q:  How do the subscriptions work?

A:  When you create an account with Mootivated, you can also create separate sections.  Each section that is created has its own unique dashboard for specific users.  For example, a hosting firm can create multiple sections for the different schools they host, or a self-hosting school district can create sections for multiple schools, or a self-hosting school can create sections for each grade.  Each section costs $10US/month + $0.15/month per active user.  An active user logs into the mobile app one or more times per month.  User permissions (access to the app) can be controlled in the plugin, and you can suspend sections at any time, where no further billing will occur.  Our payment provider is Stripe.

Q: How is your product unique?

A: We want to take gamification in a new direction.  Currently, gamification techniques mostly involve leaderboards, badges, and level ups which can work well for “achievers”.  We wanted to broaden the appeal of the game elements to more “social” aspects and run the reward systems in a mobile app. Additionally, students can be active participants in the development and content of Mootivated to increase the engagement of their school population.  Our app and integrated web dashboard give students an opportunity to learn industry-relevant digital art skills that are required in mobile application development. At this time students can add digital art parts to the avatar store, but we have plans for students to be able to customize other aspects of the app for the school in the near future.

Q: What kind of art components can students add to the mobile app through the dashboard?

A: Students can add art components to any category in the avatar parts store.  For example, students can create new eyes, tops, bottoms, shoes etc.

Q: What kind of items can a school put in the Store?

A: Anything you want!  Your school can put in tangible or intangible items for students to purchase with their Moot Coins.  For example, teachers could put in test re-writes, extensions or exemptions on an assignment.  Your school can put in any items they have or get from the community.  The raffle draw allows schools to put up only a few items for the entire school, and a randomized draw will determine the winner. Research shows randomized rewards are more appealing to users.

Q: How are students rewarded with “Moot Coins”?

A: There are two choices as to how your organization would like coins to be rewarded.  The first option is when a student interacts with Moodle, an event is triggered.  We have programmed in a list of events (such as submitting a quiz/assignment) we believe lead to learning, and those triggered events are rewarded.  In this style of rewards, students earn coins for the efforts they make when learning in Moodle as opposed to being directly rewarded for achievement.  The second option is for rewards to be based on activity completion.  When an activity is marked complete, either manually by the student or after a certain set of criteria are met, only then are coins rewarded.  For example, you could require a user to meet a certain grade on a quiz in order to earn coins.

Q: What is the difference between gamification and game-based learning? A: Gamification is traditionally the use of game elements such as points, leaderboards, and badges in non-game environments.  Game based learning is a “true” game that tries to teach something specific.  Popular game based learning started with software such as “the Oregon Trail” and “Carmen Sandiego“.