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Playing with “Fun Failure” in higher education -Experiences from Non-Virtual Lessons.

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(1)

Playing with “Fun Failure”

in higher education

-Experiences from Non-Virtual Lessons.

Lecturer, Ph.D. student Camilla Gyldendahl Jensen

&

Programme Manager, Ph.D. Susanne Dau,

Research Programme of Professional Development &

Educational Research, R&D. University College of Northern Denmark

(2)

Educational Games are pronounced "serious games" with the characteristic of having a specific structure with defining traits

(Morris, Croker, Zimmerman, Gill, Romig, 2013; McGonigal, 2012).

Goals

that vary through different levels.

Rules

define the limits and available opportunities in achieving the goal

Instant feedback

provides students with valuable information about the progression

The students will experience

"flow"

in their process when the difficulty increase proportionally for each new level.

Voluntary acceptance

of the game rules and content are known to enhance motivation for the learning situation.

(3)

There is a lack of knowledge addressing how academic activities can be enhanced through the use of gamification, here especially the transformation of persuasive game element into a learning environment based on physical game objects (Haimari, Koivisto & Sarsa, 2014; Melero, Hernández-Leo, 2014).

(4)

Research question

How can gamification afford reflective

practice among undergraduates through the use of a “Fun failure” strategy in a non-

virtual learning context?

(5)

Experimental participatory design

Case study relies on two classes in

architectural and construction management education in their fifth semester.

The data collection was carried out in 2016. It consisted of two eight hours workshops in

each class monitored by three cameras.

The empirical data were retrieved from 48-hour video observations and the students

written portfolio.

Subsequent a qualitative content analysis has been carried out. (Yin, 2013)

RESEARCH DESIGN

(6)

METACOGNITION, REFLECTION,

LITERACY,

“FUN-FAILURE”,

“SEQUENTIAL CONSTRUCTIVE LEARNING”

ENGAGEMENT.

FINDINGS

The findings are based on qualitative content analysis and interpretation of the collected data. Based on coding the retrieved analysis categories of

interpretation were;

(7)

The use of gamification strengthens the depth of the

students' writing through a reflective and collaborative approach to the task. Moreover,

a step by step approach facilitates the writing process in

a continuous flow.

Sequentia l

constructi ve

learning

And

Literacy

Headlines Word

Sentence Paragraphs

Full text

0

1

2

3

4

(8)

Metacognition is found to involve students behavior within in strategic planning of

the task in their effort to achieve the goal.

Metacognition is also a part of literacy competence develop through the process.

Person 3: But there are no limits

Person 2: Some of us should take all the inside of the building

and then there is someone who can take anything around the

outdoor areas and then there's somebody taking…

Person 1: What if someone are taking materials?

Person 2: Well it is not, don´t you

think it is almost too narrow

META -

COGNITION

(9)

In the beginning, reflection seems to be superficial, but at the end reflection is visible in their creation of the written portfolio.

Videoclip reveals embodied reflective interaction. The physical artifact acts as a trigger of abstraction, obstruction, and lateral thinking. Moreover, reflection

is present in embodied actions.

REFLECTION

(10)

Fun failure is expressed in both verbal and nonverbal attitudes.

A “Fiero” behavior is expressed as an emotional benefit of hard work as a result of the

“game over” strategy.

FUN FAILURE

(11)

Engagement seems to be the driver of the goal oriented persistence.

Moreover, engagement progress from a collaborative level to a more individual self- directed stage.

ENGAGEMENT

(12)

By thinking in a simple and direct application of gaming principles, it is possible to design a learning situation that can

facilitate academic literacy through a reflective and collaborative approach.

This study offers a methodology for how to work with game- based learning without having to apply existing computer games that do not meet the substantive requirements of the

instruction and the learning situation.

Potentials are revealed by the assessment of group work, where student’s individual contributions are comparable to

peers in a situation where gamification is applied.

CONTRIBUTIONS

(13)

Finally, this study will illustrate how to work with game-based learning aspects without using technology and traditional learning managements system (LMS), by applying gaming

principles to a physical context.

This approach contributes to existing research within the field of gamification as it offers a model of game designs element

in non-game contexts.

(14)

Referencer

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