The Use of Gamification as a Vehicle for Pedagogic Sharing and Teachers’ Professional Development

IF 3.4 3区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
R. Greaves, D. Vlachopoulos
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Abstract

Gamification introduces game mechanics into organizational contexts to improve impacts, outcomes, or staff engagement in an identified area of focus. This action research explores the potential of gamification as a system for the sharing of pedagogic practice in an international secondary school. The study investigates whether a gamified approach can address the identified drawbacks of more traditional out of workplace, leader driven continuing professional development (CPD) workshops by offering an alternative that spreads pedagogic practice through a school. The study uses a 6-week activity encouraging teachers to create, develop, and share their pedagogical practice through live demonstration with an observing peer for critical feedback. Each part of this process scored points to create the gamified elements. The study gained data through fourteen participants, all teachers at the school with a mixture of experience. Participant perceptions on the impact of the gamified process in its success in fostering the sharing of pedagogic practice, fostering collaboration, and acting as an alternative to traditional CPD were gained through the completion of pre-gamification and post-gamification surveys. The findings show positive support for the use of gamification in a school context for increasing pedagogical sharing, enhancing individual teacher’s confidence in their depth and use of different strategies, and that gamification can provide a positive professional development vehicle for schools. It identifies new avenues for further research in the use of gamification for school CPD, and whether gamification should be used to support or replace more traditional CPD practices in schools.
使用游戏化作为教学共享和教师专业发展的工具
游戏化将游戏机制引入组织环境中,以改善特定领域的影响、结果或员工参与度。本行动研究探讨了游戏化作为国际中学教学实践共享系统的潜力。该研究调查了游戏化方法是否可以通过提供一种替代方法,在学校传播教学实践,来解决更传统的工作场所外、领导者驱动的持续专业发展(CPD)研讨会所存在的缺点。该研究采用了为期6周的活动,鼓励教师通过与观察同伴的现场演示来创造、发展和分享他们的教学实践,以获得批判性反馈。这一过程的每个环节都会得分,从而创造出游戏化的元素。这项研究通过14名参与者获得了数据,他们都是学校里经验丰富的教师。通过完成游戏化前和游戏化后的调查,参与者对游戏化过程在促进教学实践分享、促进合作以及作为传统CPD替代方案方面的成功影响的看法。研究结果表明,在学校环境中使用游戏化可以增加教学分享,增强教师个人对其深度和使用不同策略的信心,并且游戏化可以为学校提供积极的专业发展工具。它确定了在学校CPD中使用游戏化的进一步研究的新途径,以及游戏化是否应该用于支持或取代学校中更传统的CPD实践。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Ried-Revista Iberoamericana De Educacion a Distancia
Ried-Revista Iberoamericana De Educacion a Distancia EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
7.20
自引率
4.30%
发文量
18
审稿时长
12 weeks
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