Nostalgia, gamification and staff development – moving staff training away from didactic delivery

There is growing evidence that incorporating games into education supports active learning and student participation. With that in mind, we created a staff development session that involved a playful learning activity, in which attendees experienced 90’s nostalgia, whilst working on an important lea...

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Bibliographic Details
Main Authors: Tom Foster, Simon Warwick
Format: Article
Language:English
Published: Association for Learning Technology 2018-05-01
Series:Research in Learning Technology
Subjects:
Online Access:https://journal.alt.ac.uk/index.php/rlt/article/view/2021/pdf
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spelling doaj-f5c1fce0ad844d6ba4aeabc77fed19562020-11-24T23:13:45ZengAssociation for Learning Technology Research in Learning Technology2156-70772018-05-0126011410.25304/rlt.v26.20212021Nostalgia, gamification and staff development – moving staff training away from didactic deliveryTom Foster0Simon Warwick1Academic Programmes and Student Engagement, The University of Sheffield, Sheffield, UKAcademic Programmes and Student Engagement, The University of Sheffield, Sheffield, UKThere is growing evidence that incorporating games into education supports active learning and student participation. With that in mind, we created a staff development session that involved a playful learning activity, in which attendees experienced 90’s nostalgia, whilst working on an important learning and teaching issue.Based on the British game show, The Crystal Maze, The ‘Crys-TEL’ maze required attendees to complete a number of challenges as a group to attempt to ‘solve’ a pressing learning and teaching issue. Using gamification techniques, defined as game design elements in non-game settings, attendees experienced different delivery styles, whilst always working towards the learning and teaching issue they had been asked to consider. In a nod to the original Crystal Maze game show, attendees worked in groups to score points for completing various tasks. The two groups with the most points competed against each other in the final to collect crystals, and ultimately conquer the ‘maze’.This article will describe the journey we took from the initial concept through to the delivery of the session, and our reflections and proposed future developments of the Crys-TEL Maze.https://journal.alt.ac.uk/index.php/rlt/article/view/2021/pdfassessment designaccessibilityplayful learninggame-based learningalternative assessment
collection DOAJ
language English
format Article
sources DOAJ
author Tom Foster
Simon Warwick
spellingShingle Tom Foster
Simon Warwick
Nostalgia, gamification and staff development – moving staff training away from didactic delivery
Research in Learning Technology
assessment design
accessibility
playful learning
game-based learning
alternative assessment
author_facet Tom Foster
Simon Warwick
author_sort Tom Foster
title Nostalgia, gamification and staff development – moving staff training away from didactic delivery
title_short Nostalgia, gamification and staff development – moving staff training away from didactic delivery
title_full Nostalgia, gamification and staff development – moving staff training away from didactic delivery
title_fullStr Nostalgia, gamification and staff development – moving staff training away from didactic delivery
title_full_unstemmed Nostalgia, gamification and staff development – moving staff training away from didactic delivery
title_sort nostalgia, gamification and staff development – moving staff training away from didactic delivery
publisher Association for Learning Technology
series Research in Learning Technology
issn 2156-7077
publishDate 2018-05-01
description There is growing evidence that incorporating games into education supports active learning and student participation. With that in mind, we created a staff development session that involved a playful learning activity, in which attendees experienced 90’s nostalgia, whilst working on an important learning and teaching issue.Based on the British game show, The Crystal Maze, The ‘Crys-TEL’ maze required attendees to complete a number of challenges as a group to attempt to ‘solve’ a pressing learning and teaching issue. Using gamification techniques, defined as game design elements in non-game settings, attendees experienced different delivery styles, whilst always working towards the learning and teaching issue they had been asked to consider. In a nod to the original Crystal Maze game show, attendees worked in groups to score points for completing various tasks. The two groups with the most points competed against each other in the final to collect crystals, and ultimately conquer the ‘maze’.This article will describe the journey we took from the initial concept through to the delivery of the session, and our reflections and proposed future developments of the Crys-TEL Maze.
topic assessment design
accessibility
playful learning
game-based learning
alternative assessment
url https://journal.alt.ac.uk/index.php/rlt/article/view/2021/pdf
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