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2022 (Engelska)Ingår i: Education and Information Technologies: Official Journal of the IFIP technical committee on Education, ISSN 1360-2357, E-ISSN 1573-7608, Vol. 27, s. 2367-2383Artikel i tidskrift (Refereegranskat) Published
Abstract [en]
The importance of providing mechanisms and tools that effectively support the transition from implicit to explicit representations of Learning Design has been emphasised by previous research in the field of Technology-Enhanced Learning (TEL). In addition, the benefits of Game-based learning approaches have been long documented in the educational research literature. The paper presents the design, implementation and evaluation of a card game that aims to support the design process of TEL activities in higher education. The game was tested by a group of 36 students and tutors (n = 36) in higher education during an interactive workshop. Feedback was asked by the participants using an anonymous survey. The results reveal that the participants a) are satisfied with the game process, b) appreciate the groupwork and interaction taking place, and c) believe that they used their communication and collaboration skills. The paper includes the description of the outputs of a group (i.e., the cards selected for their TEL scenario and their actual TEL scenario) to exemplify that it is possible to use the game in order to elicit or diagnose existing LD knowledge from the game participants. The paper concludes on the usefulness of the approach suggested, limitations, and plans for future work.
Ort, förlag, år, upplaga, sidor
Springer, 2022
Nyckelord
Learning design, Technology-enhanced learning, Game-based learning, Higher education
Nationell ämneskategori
Pedagogik Design Människa-datorinteraktion (interaktionsdesign)
Forskningsämne
pedagogik; design; datalogi; människa-datorinteraktion
Identifikatorer
urn:nbn:se:umu:diva-186812 (URN)10.1007/s10639-021-10668-z (DOI)000686871100001 ()2-s2.0-85113158315 (Scopus ID)
2021-08-232021-08-232023-03-23Bibliografiskt granskad