{"title":"Gamifying the Media Classroom: Instructor Perspectives and the Multidimensional Impact of Gamification on Student Engagement","authors":"Katie Seaborn, D. Fels, R. Bajko, Jaigris Hodson","doi":"10.4018/IJGBL.2017100102","DOIUrl":"https://doi.org/10.4018/IJGBL.2017100102","url":null,"abstract":"Gamification, or the use of game elements in non-game contexts, has become a popular and increasingly accepted method of engaging learners in educational settings. However, there have been few comparisons of different kinds of courses and students, particularly in terms of discipline and content. Additionally, little work has reported on course instructor/designer perspectives. Finally, few studies on gamification have used a conceptual framework to assess the impact on student engagement. This paper reports on findings from evaluating two gamified multimedia and social media undergraduate courses over the course of one semester. Findings from applying a multidimensional framework suggest that the gamification approach taken was moderately effective for students overall, with some elements being more engaging than others in general and for each course over time.\" Post-term questionnaires posed to the instructors/course designers revealed congruence with the student perspective and several challenges pre-and post-implementation, despite the use of established rules for gamifying curricula.","PeriodicalId":148690,"journal":{"name":"Int. J. Game Based Learn.","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126854642","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Examining the Characteristics of Digital Learning Games Designed by In-service Teachers","authors":"Yunjo An, Li Cao","doi":"10.4018/IJGBL.2017100104","DOIUrl":"https://doi.org/10.4018/IJGBL.2017100104","url":null,"abstract":"Inordertobetterunderstandteachers’perspectivesonthedesignanddevelopmentofdigitalgamebased learning environments, this study examined the characteristics of digital learning games designedbyteachers.Inaddition,thisstudyexploredhowgamedesignandpeercritiqueactivities influencedtheirperceptionsofdigitalgame-basedlearningenvironmentsandlearningthroughgame design.Qualitativedatawerecollectedfromfiftygamedesigndocumentsandparticipantresponses to reflectionquestions.Theanalysisofgamedesigndocuments showed that themajorityof the participantsdesignedimmersivegame-basedlearningenvironmentswhereplayersarerequiredto usehigherorderthinkingandreal-worldskillsaswellasacademiccontenttocompletemissions orsolveproblems.Theresultsofthisstudyprovideimportantimplicationsforteacherprofessional developmentaswellasforeducationalgamedevelopment. KEywoRDS Challenges, Digital Learning Games, Educational Game Design, Engagement, Game Design Strategies, GameBased Learning, Scaffolding, Teacher Perceptions, Teachers as Game Designers","PeriodicalId":148690,"journal":{"name":"Int. J. Game Based Learn.","volume":"90 4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130953013","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Kerry Chappell, Christopher S. Walsh, Heather Wren, Karen Kenny, Alexander Schmölz, Elias Stouraitis
{"title":"Wise Humanising Creativity: Changing How We Create in a Virtual Learning Environment","authors":"Kerry Chappell, Christopher S. Walsh, Heather Wren, Karen Kenny, Alexander Schmölz, Elias Stouraitis","doi":"10.4018/IJGBL.2017100103","DOIUrl":"https://doi.org/10.4018/IJGBL.2017100103","url":null,"abstract":"This article interrogates how a particular conception of creativity: ‘wise humanising creativity' (WHC) is manifest within a virtual learning environment (VLE) with children and young people. It reports on the outcomes of C2Learn, a three-year European Commission funded project which introduced innovative digital gaming activities to foster co-creativity in the VLE between players. Theoretically the paper builds on previous work, which has conceptualised the potential for WHC within VLEs, as well as other educational contexts. Within C2Learn, arguments have been made for WHC as an antidote to overly-marketised, competitive notions of creativity, as well as for WHC supporting a view of childhood and youth as empowered—rather than ‘at risk'—within digital environments. In particular, this paper focuses on outcomes of the project's final piloting in England, Greece and Austria across the primary and secondary age ranges. This research employed a bespoke co-creativity assessment methodology developed for the project. In order to document WHC, this methodology opted to evidence developments in lived experience via qualitative methods including teacher and student interviews, fieldnotes, video capture, observation and student self-assessment tools. The paper articulates how WHC manifests in C2Learn's unique VLE or C2Space, and its potential to develop more nuanced understandings of creativity across digital environments. It then goes on to consider WHC as a useful concept for changing how we create within VLEs, and the implications for educational futures debates and wider understanding of creativity in education as a less marketised and more ethically driven concept.","PeriodicalId":148690,"journal":{"name":"Int. J. Game Based Learn.","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131748793","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Conceição Costa, Carla Sousa, J. Rogado, Sara Henriques
{"title":"Playing Digital Security: Youth Voices on their Digital Rights","authors":"Conceição Costa, Carla Sousa, J. Rogado, Sara Henriques","doi":"10.4018/IJGBL.2017070102","DOIUrl":"https://doi.org/10.4018/IJGBL.2017070102","url":null,"abstract":"The United Nations UN Convention 1989 on the Rights of the Child changed the way children are viewed and treated worldwide. The Convention has been affecting governments, civil society and the private sector. ICT driven companies on the internet should not be an exception. According to Livingstone, Carr and Byrne 2015, Internet governance bodies have given little consideration and reflection to children's rights. In this paper, it is proposed that in order for youth actively participate in an increasingly digital environment; they need to know better their rights to privacy and freedom of expression, among others. Although the understanding of the digital environments principles lies beyond the scope of average children's school curricula, they can however play and discover simple technological concepts in the classroom. Thus, by early developing their literacy on digital identity management, they will be able to navigate, communicate, play and learn online more safely, achieving a responsible connected presence. A qualitative study on a visually oriented encrypted learning activity game among a group of students aged 16-18 years old, of the third cycle of Basic Vocational Education has been conducted with the following aims: a to understand how knowledge about security technological processes can improve youth's capability for managing their digital identities; b to understand the value of pedagogies of play. Using participant observation, focus group and interviews, youth behaviours and attitudes towards this game based learning approach as well as their perceptions of their digital rights are presented.","PeriodicalId":148690,"journal":{"name":"Int. J. Game Based Learn.","volume":"2 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123641012","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Case Study 1: Playful Team Reflection Using LEGO® Serious Play®","authors":"T. Seidl","doi":"10.4018/IJGBL.2017070108","DOIUrl":"https://doi.org/10.4018/IJGBL.2017070108","url":null,"abstract":"Teamworkandcooperationareimportant21stcenturyskillsandthereforeimportantpartsofthe highereducationcurriculum.FollowingKolb’s‘experientiallearningcycle’modelacombinationof projectworkandmoderatedreflectioncanhelpstudentstoacquiretheseskills.Thisarticleelaborates howLEGO®SeriousPlay®(LSP)anbeusedtostimulateandmoderatestudent’sreflectionontheir teamworkskillsinthesettingofauniversitycourse.Afocusisplacedontheprocessandgoalsof theLSPmethod,theimplementationintheworkshopandthebenefitsofusingLSPforthisreason. KEywORdS 21st Century Skills, Experiential Learning Cycle, Lego Serious Play, Project Based Learning, Reflection, Teamwork","PeriodicalId":148690,"journal":{"name":"Int. J. Game Based Learn.","volume":"IA-18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126558672","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Using Formal Game Design Methods to Embed Learning Outcomes into Game Mechanics and Avoid Emergent Behaviour","authors":"S. Grey, David Grey, N. Gordon, Jon Purdy","doi":"10.4018/IJGBL.2017070106","DOIUrl":"https://doi.org/10.4018/IJGBL.2017070106","url":null,"abstract":"This paper offers an approach to designing game-based learning experiences inspired by the Mechanics-Dynamics-Aesthetics (MDA) model (Hunicke et al., 2004) and the elemental tetrad model (Schell, 2008) for game design. A case for game based learning as an active and social learning experience is presented including arguments from both teachers and game designers concerning the value of games as learning tools. The MDA model is introduced with a classic game- based example and a non-game based observation of human behaviour demonstrating a negative effect of extrinsic motivators (Pink, 2011) and the need to closely align or embed learning outcomes into game mechanics in order to deliver an effective learning experience. The MDA model will then be applied to create a game based learning experience with the goal of teaching some of the aspects of using source code control to groups of Computer Science students. First, clear aims in terms of learning outcomes for the game are set out. Following the learning outcomes, the iterative design process is explained with careful consideration and reflection on the impact of specific design decisions on the potential learning experience. The reasons those decisions have been made and where there may be conflict between mechanics contributing to learning and mechanics for reasons of gameplay are also discussed. The paper will conclude with an evaluation of results from a trial of computer science students and staff, and the perceived effectiveness of the game at delivering specific learning outcomes, and the approach for game design will be assessed.","PeriodicalId":148690,"journal":{"name":"Int. J. Game Based Learn.","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121857605","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
S. Arnab, L. Morini, Kate Green, Alex Masters, Tyrone Bellamy-Wood
{"title":"We are the Game Changers: An Open Gaming Literacy Programme","authors":"S. Arnab, L. Morini, Kate Green, Alex Masters, Tyrone Bellamy-Wood","doi":"10.4018/IJGBL.2017070105","DOIUrl":"https://doi.org/10.4018/IJGBL.2017070105","url":null,"abstract":"This paper discusses the first iteration of Game Changers Programme hosted by Coventry University's Disruptive Media Learning Lab DMLL, an open game design initiative. The Programme had the goal of facilitating new models of teaching and learning, new practices in cross-faculty learning/collaboration to make game design and development more culturally open and accessible to staff, students and the broader informal communities surrounding the University. The paper will discuss the theoretical foundation of the GameChangers Programme, grounded in a conceptualisation of design as a holistic, modular and creative process, and in an ethos of sharing, collaborating and remixing. The paper will present the outline of the Course and the Community that constituted the core elements of the Programme, and discuss a plural showcase of a variety of outcomes from the GameChangers Community, focusing on the Programme's cultural impact and on how the Programme as a whole disrupted established notions of game based pedagogy, and the customary hierarchical relations between producers and users of learning games.","PeriodicalId":148690,"journal":{"name":"Int. J. Game Based Learn.","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126392092","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}