Innovative strategies for distance learning: gamification, serious play, and Miro in the development of project management competencies
Innovative strategies for distance learning: gamification, serious play, and Miro in the development of project management competencies
The transition to distance learning during the COVID-19 pandemic created significant challenges for higher education, particularly in maintaining student engagement and developing professional project management competencies. This paper examines how integrating Miro, a digital collaboration tool, with gamification techniques and serious play methodologies addresses these challenges within an online project management module. Miro’s platform facilitates real-time collaboration, whilst gamification elements and digitally adapted serious play recreate experiential learning environments typically found in face-to-face settings. Our findings suggest that Miro enhanced student engagement, allowing for effective idea sharing, real-time knowledge exchange, and improved task organisation. Gamification elements, such as badges and certificates, motivated active participation, though some students experienced cognitive overload and mental fatigue due to prolonged screen time and fragmented attention. Additionally, limitations in the digital adaptation of serious play, particularly the absence of hands-on engagement, impacted kinaesthetic learning and creativity. In response, we introduce the Digital Learning Ecosystem framework, which emphasises the balance between digital engagement, cognitive load, and student well-being. This framework underpins practical recommendations for enhancing the effectiveness of digital tools such as Miro, gamification, and serious play in fostering engagement and developing competencies in online learning environments.
Distance learning, project management, gamification, serious play, student engagement, cognitive load, digital collaboration
Dacre, Nicholas
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Dong, Hao
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Gkogkidis, Vasilis
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Kockum, Fredrik
e040a4bb-7c5a-4920-8cac-aabd6ffb34f9
September 2022
Dacre, Nicholas
90ea8d3e-d0b1-4a5a-bead-f95ab32afbd1
Dong, Hao
73a03c20-d661-446a-b45e-d2cf9e556998
Gkogkidis, Vasilis
4e8cb6f5-c4ab-4e51-803a-b83d76e2c19a
Kockum, Fredrik
e040a4bb-7c5a-4920-8cac-aabd6ffb34f9
Dacre, Nicholas, Dong, Hao, Gkogkidis, Vasilis and Kockum, Fredrik
(2022)
Innovative strategies for distance learning: gamification, serious play, and Miro in the development of project management competencies.
Annual Conference of OR Society, Warwick University , Warwick, United Kingdom.
13 - 15 Sep 2022.
22 pp
.
Record type:
Conference or Workshop Item
(Paper)
Abstract
The transition to distance learning during the COVID-19 pandemic created significant challenges for higher education, particularly in maintaining student engagement and developing professional project management competencies. This paper examines how integrating Miro, a digital collaboration tool, with gamification techniques and serious play methodologies addresses these challenges within an online project management module. Miro’s platform facilitates real-time collaboration, whilst gamification elements and digitally adapted serious play recreate experiential learning environments typically found in face-to-face settings. Our findings suggest that Miro enhanced student engagement, allowing for effective idea sharing, real-time knowledge exchange, and improved task organisation. Gamification elements, such as badges and certificates, motivated active participation, though some students experienced cognitive overload and mental fatigue due to prolonged screen time and fragmented attention. Additionally, limitations in the digital adaptation of serious play, particularly the absence of hands-on engagement, impacted kinaesthetic learning and creativity. In response, we introduce the Digital Learning Ecosystem framework, which emphasises the balance between digital engagement, cognitive load, and student well-being. This framework underpins practical recommendations for enhancing the effectiveness of digital tools such as Miro, gamification, and serious play in fostering engagement and developing competencies in online learning environments.
Text
Innovative_Strategies_for_Distance_Learning_Dacre_et_al
- Author's Original
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Published date: September 2022
Venue - Dates:
Annual Conference of OR Society, Warwick University , Warwick, United Kingdom, 2022-09-13 - 2022-09-15
Keywords:
Distance learning, project management, gamification, serious play, student engagement, cognitive load, digital collaboration
Identifiers
Local EPrints ID: 495527
URI: http://eprints.soton.ac.uk/id/eprint/495527
PURE UUID: 2c0407ee-4da3-4147-95a6-ea85a8185f9a
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Date deposited: 15 Nov 2024 17:54
Last modified: 16 Nov 2024 02:59
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Contributors
Author:
Vasilis Gkogkidis
Author:
Fredrik Kockum
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