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Co-Creation of Innovative Gamification Based Learning: A Case of Synchronous Partnership

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  • Nicholas Dacre
  • Vasilis Gkogkidis
  • Peter Jenkins

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.

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  • Nicholas Dacre & Vasilis Gkogkidis & Peter Jenkins, 2021. "Co-Creation of Innovative Gamification Based Learning: A Case of Synchronous Partnership," Papers 2103.13273, arXiv.org, revised Apr 2021.
  • Handle: RePEc:arx:papers:2103.13273
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    1. Nicholas Dacre & Panos Constantinides & Joe Nandhakumar, 2021. "How to Motivate and Engage Generation Clash of Clans at Work? Emergent Properties of Business Gamification Elements in the Digital Economy," Papers 2103.12832, arXiv.org, revised Apr 2021.
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    Cited by:

    1. Tite, Caroline N J & Pontin, David & Dacre, Nicholas, 2021. "Embedding Sustainability in Complex Projects: A Pedagogic Practice Simulation Approach," SocArXiv b4gya, Center for Open Science.

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