Abstract
In this chapter, I reflect and elaborate on how gamification can challenge existing normativity within HE. I have as an educator in HE many examples of students failing to create individual learning trajectories, that is, how are they going to proceed, depending on what they have already learned. Gamification provides new opportunities for how academic topics, including reflection and literacy, can be learned in a much more playful and exploratory way. I argue that this new way of learning tends to support the development of reflective and individual learning trajectories in an innovative learning culture. This chapter will, therefore, present a design strategy for how game mechanisms, like Quest, Levels and ‘Game over’ can inspire the creation of new innovative representations of the academic.
| Originalsprog | Engelsk |
|---|---|
| Titel | Representations of the Academic : Challenging Assumptions in Higher Education |
| Redaktører | Jean McNiff |
| Forlag | Routledge |
| Publikationsdato | 2023 |
| Kapitel | 2 |
| ISBN (Trykt) | 9781138483989 |
| Status | Udgivet - 2023 |
Emneord
- Læring, pædagogik og undervisning
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