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. Empirical insights 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.

Highlights

  • Coates (2005) argues that student engagement is an important indicator of the quality of a university course and it should be measured and factored in when trying to improve teaching methods and processes

  • The role of partnerships in fostering engagement has been linked to pivotal higher education factors such as the student experience, and teaching and learning practice (Bryson, 2016; Bryson & Hand, 2007)

  • Our findings suggest that students gain a greater sense of partnership and inclusivity as part of a synchronous co-creation development and implementation process as well as high levels of satisfaction from the course

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Summary

Introduction

Coates (2005) argues that student engagement is an important indicator of the quality of a university course and it should be measured and factored in when trying to improve teaching methods and processes. The role of partnerships in fostering engagement has been linked to pivotal higher education factors such as the student experience, and teaching and learning practice (Bryson, 2016; Bryson & Hand, 2007). As suggested by Fotaris et al (2016), gamification can be an effective tool when successfully implemented to help increase student engagement with teaching and learning practice.

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