2018
DOI: 10.2139/ssrn.3486496
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Co-Creation of Innovative Gamification Based Learning: A Case of Synchronous Partnership

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 develop… Show more

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Cited by 8 publications
(6 citation statements)
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“…According to Dacre et al (2018, P.1), gamification also "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". Such endeavours seek to increase student engagement and facilitate active learning by involving students in the educational process more than instructional teaching approaches (Dacre et al, 2018;Gkogkidis & Dacre, 2020). When applied as a gamification concept, LSP is also increasingly being recognised as an innovative and adaptable method for teaching and learning practices in higher education (Peabody & Noyes, 2017).…”
Section: Gamificationmentioning
confidence: 99%
“…According to Dacre et al (2018, P.1), gamification also "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". Such endeavours seek to increase student engagement and facilitate active learning by involving students in the educational process more than instructional teaching approaches (Dacre et al, 2018;Gkogkidis & Dacre, 2020). When applied as a gamification concept, LSP is also increasingly being recognised as an innovative and adaptable method for teaching and learning practices in higher education (Peabody & Noyes, 2017).…”
Section: Gamificationmentioning
confidence: 99%
“…Where the execution phase and the possibility of risk events occurring are introduced, the practice simulation becomes closer to real-life and provides a more accurate and detailed educational experience. Such exercises enjoy excellent learner engagement, positive feedback and further help develop those skills that employers require to support he growth of their organisations (Dacre et al, 2018;Pontin & Adigun, 2019). However, further research is required to assess the transference of these skills and whether there is evidence that these can be adapted in the workplace (Romero et al, 2015).…”
Section: Practice Simulationmentioning
confidence: 99%
“…Recognising the need for improved student engagement and participation, teaching staff in higher education have in recent years introduced a plethora of innovative playful pedagogical tools in the classroom, such as board games, digital games, simulations and role-playing activities (Feinstein et al, 2002;Wyss-Flamm & Zandee, 2001). Such endeavours seek to increase student engagement and facilitate active learning by involving students in the educational process more, compared to instructional teaching approaches (Dacre et al, 2015(Dacre et al, , 2018.…”
Section: Literature Reviewmentioning
confidence: 99%