Co-Creation of Innovative Gamification Based Learning

A Case of Synchronous Partnership

Nicholas Dacre, Vasilis Gkogkidis, Pete Jenkins

Research output: Chapter in Book/Conference proceeding with ISSN or ISBNConference contribution with ISSN or ISBNResearchpeer-review

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 pre-determined 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.
Original languageEnglish
Title of host publicationSRHE International Conference on Research into Higher Education
Publication statusPublished - 5 Dec 2018

Fingerprint

learning
stakeholder
Teaching
educational setting
interactive media
research focus
education
student

Keywords

  • Co-creation
  • Higher Education
  • Partnership
  • Engagement
  • Gamification

Cite this

Dacre, N., Gkogkidis, V., & Jenkins, P. (2018). Co-Creation of Innovative Gamification Based Learning: A Case of Synchronous Partnership. In SRHE International Conference on Research into Higher Education
Dacre, Nicholas ; Gkogkidis, Vasilis ; Jenkins, Pete. / Co-Creation of Innovative Gamification Based Learning : A Case of Synchronous Partnership. SRHE International Conference on Research into Higher Education. 2018.
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Dacre, N, Gkogkidis, V & Jenkins, P 2018, Co-Creation of Innovative Gamification Based Learning: A Case of Synchronous Partnership. in SRHE International Conference on Research into Higher Education.

Co-Creation of Innovative Gamification Based Learning : A Case of Synchronous Partnership. / Dacre, Nicholas; Gkogkidis, Vasilis; Jenkins, Pete.

SRHE International Conference on Research into Higher Education. 2018.

Research output: Chapter in Book/Conference proceeding with ISSN or ISBNConference contribution with ISSN or ISBNResearchpeer-review

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N2 - 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 pre-determined 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.

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Dacre N, Gkogkidis V, Jenkins P. Co-Creation of Innovative Gamification Based Learning: A Case of Synchronous Partnership. In SRHE International Conference on Research into Higher Education. 2018