Co-creation of innovative gamification based learning: A case of synchronous partnership
Co-creation of innovative gamification based learning: A case of synchronous partnership
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and amongst teaching and learning stakeholders. The small vein of research that focuses on gamification in teaching and learning contexts, has mainly focused on the implementation of predetermined game elements. This approach reflects a largely asynchronous approach to the development of learning practices in educational settings, thereby limiting stakeholder engagement in their design and adoption. Therefore, we draw on the theory of co-creation to examine the development process of gamification based learning as a synchronous partnership between and amongst teaching and learning stakeholders. Our findings suggest that students gain a greater sense of partnership and inclusivity as part of a synchronous co-creation gamification based learning development and implementation process.
Dacre, Nicholas
90ea8d3e-d0b1-4a5a-bead-f95ab32afbd1
Gkogkidis, Vasilis
4e8cb6f5-c4ab-4e51-803a-b83d76e2c19a
Jenkins, Peter
17a66d68-2dd5-4345-9970-78d0cb7c8cf8
26 November 2018
Dacre, Nicholas
90ea8d3e-d0b1-4a5a-bead-f95ab32afbd1
Gkogkidis, Vasilis
4e8cb6f5-c4ab-4e51-803a-b83d76e2c19a
Jenkins, Peter
17a66d68-2dd5-4345-9970-78d0cb7c8cf8
Dacre, Nicholas, Gkogkidis, Vasilis and Jenkins, Peter
(2018)
Co-creation of innovative gamification based learning: A case of synchronous partnership.
Society for Research into Higher Education.
(doi:10.48550/arXiv.2103.13273).
Abstract
In higher education, gamification offers the prospect of providing a pivotal shift from traditional asynchronous forms of engagement, to developing methods to foster greater levels of synchronous interactivity and partnership between and amongst teaching and learning stakeholders. The small vein of research that focuses on gamification in teaching and learning contexts, has mainly focused on the implementation of predetermined game elements. This approach reflects a largely asynchronous approach to the development of learning practices in educational settings, thereby limiting stakeholder engagement in their design and adoption. Therefore, we draw on the theory of co-creation to examine the development process of gamification based learning as a synchronous partnership between and amongst teaching and learning stakeholders. Our findings suggest that students gain a greater sense of partnership and inclusivity as part of a synchronous co-creation gamification based learning development and implementation process.
Text
Co-Creation_Innovative_Gamification_Based_Learning
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Published date: 26 November 2018
Identifiers
Local EPrints ID: 495220
URI: http://eprints.soton.ac.uk/id/eprint/495220
ISSN: 0034-5326
PURE UUID: 49f5e934-a410-4cab-8056-c9a0da3650b0
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Date deposited: 01 Nov 2024 18:05
Last modified: 08 Nov 2024 02:56
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Author:
Vasilis Gkogkidis
Author:
Peter Jenkins
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