Gamifying History: Designing and Implementing a Game-Based Learning Course Design Framework
DOI:
https://doi.org/10.20343/teachlearninqu.9.1.9Keywords:
higher education, game-based learning, course design, history educationAbstract
This paper analyzes the development and implementation of a game-based learning course design framework. Drawing inspiration from task-based learning, the framework is structured around four core gamified elements: narrative assignment design; learner discovery; team-based collaboration and competition; and choice through quests. The intended goal of implementing this framework is to improve learner engagement and foster greater learner investment in the course. The framework, developed at the University of Waterloo, was integrated into the course design for—and subsequently taught in—a third-year history course. A mixed-methods analysis was conducted in which students (n = 15) were surveyed, interviewed, and observed throughout the course at different intervals. The results of the study suggest that the team-based nature of the framework and the embedded gameplay elements are most effective at improving engagement for learners, while some form of extrinsic motivation is still beneficial to ensure all learners find completing additional tasks worthwhile.
References
Arnab, Sylvester, Theodore Lim, Maria B. Carvalho, Francesco Bellotti, Sara de Freitas, Sandy Louchart, Neil Suttie, Riccardo Berta, and Alessandro De Gloria. 2015. “Mapping Learning and Game Mechanics for Serious Games Analysis.” British Journal of Educational Technology 46, no. 2: 391–411. https://doi.org/10.1111/bjet.12113.
Attali, Yigal, and Meirav Arieli-Attali. 2015. “Gamification in Assessment: Do Points Affect Test Performance?” Computers & Education, no. 83: 57–63. https://doi.org/10.1016/j.compedu.2014.12.012.
Baldeon, Johan, Inmaculada Rodriguez, and Anna Puig. 2016. “LEGA: A LEarner-centered GAmification Design Framework.” 1–8. https://doi.org/10.1145/2998626.2998673.
Baldeón, Johan, Maite López-Sánchez, Inmaculada Rodriguez, and Anna Puig. 2017. “Gamification Design Framework to Support Multi-Agent Systems Theory Classes.” 136–55. https://doi.org/10.1007/978-3-319-52039-1_9.
Beidatsch, Cedric, and Susan Broomhall. 2010. “Is this the Past? The Place of Role-Play Exercises in Undergraduate History Teaching.” Journal of University Teaching & Learning Practice 7, no. 1: 1–20. https://ro.uow.edu.au/jutlp/vol7/iss1/6.
Burke, Biran. 2016. Gamify: How Gamification Motivates People to do Extraordinary Things. Routledge.
Corbeil, Pierre, and Dany Laveault. 2011. “Validity of a Simulation Game as a Method for History Teaching.” Simulation & Gaming 42, no. 4: 462–75. https://doi.org/10.1177/1046878108325451.
Dicheva, Darina, Christo Dichev, Gennady Agre, and Galia Angelova. 2015. “Gamification in Education: A Systematic Mapping Study.” Journal of Educational Technology & Society 18, no. 3.
Gameful Pedagogy. 2019. “Gameful Pedagogy.” https://www.gamefulpedagogy.com/.
Garrison, D. Randy, Terry Anderson, and Walter Archer. 2000. “Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education Model.” The Internet and Higher Education 2, no. 2–3: 87–105. http://cde.athabascau.ca/coi_site/documents/Garrison_Anderson_Archer_Critical_Inquiry_model.pdf.
Girard, C., Jean Ecalle, and Annie Magnan. 2013. “Serious Games as New Educational Tools: How Effective Are They? A Meta‐Analysis of Recent Studies.” Journal of Computer Assisted Learning 29, no. 3: 207–19. https://doi.org/10.1111/j.1365-2729.2012.00489.x.
Habgood, M. P. Jacob, Shaaron Ainsworth, and Steve Benford. 2005. “Endogenous Fantasy and Learning in Digital Games.” Simulation & Gaming 36, no. 4: 483–98.
Hamari, Juho, Jonna Koivisto, and Harri Sarsa. 2014. “Does Gamification Work? A Literature Review of Empirical Studies on Gamification.” In HICSS (Vol. 14, No. 2014, 3025–34).
Hamari, Juho, David J. Shernoff, Elizabeth Rowe, Brianno Coller, Jodi Asbell-Clarke, and Teon Edwards. 2016. “Challenging Games Help Students Learn: An Empirical Study on Engagement, Flow and Immersion in Game-Based Learning.” Computers in Human Behavior, no. 54: 170–79. https://doi.org/10.1016/j.chb.2015.07.045.
Jabbar, Azita I., and Patrick Felicia. 2015. “Gameplay Engagement and Learning in Game-Based Learning: A Systematic Review.” Review of Educational Research 85, no. 4: 740–79. https://doi.org/10.3102/0034654315577210.
Ke, Fengfeng, Kui Xie, and Ying Xie. 2016. “Game‐Based Learning Engagement: A Theory and Data‐Driven Exploration.” British Journal of Educational Technology 47, no. 6: 1183–201.
Kiili, Kristian. 2005. “Digital Game-Based Learning: Towards an Experiential Gaming Model.” The Internet and Higher Education 8, no. 1: 13–24. https://doi.org/10.1016/j.iheduc.2004.12.001.
Kotini, Isabella, and Sofia Tzelepi. 2015. “A Gamification-Based Framework for Developing Learning Activities of Computational Thinking.” In Gamification in Education and Business, 219–52. https://doi.org/10.1007/978-3-319-10208-5.
Kuh, George D. 2009. “The National Survey of Student Engagement: Conceptual and Empirical Foundations.” New Directions for Institutional Research 2009, no. 141: 5–20.
Landers, Richard N., and Amy K. Landers. 2014. “An Empirical Test of the Theory of Gamified Learning: The Effect of Leaderboards on Time-on-Task and Academic Performance.” Simulation & Gaming 45, no. 6: 769–85.
Mah, Dana-Kristin. 2016. “Learning Analytics and Digital Badges: Potential Impact on Student Retention in Higher Education.” Technology, Knowledge and Learning 21, no. 3: 285–305.
McCall, Jeremiah. 2013. Gaming the Past: Using Video Games to Teach Secondary History. Routledge.
McCall, Jeremiah. 2016. “Teaching History with Digital Historical Games: An Introduction to the Field and Best Practices.” Simulation & Gaming 47, no. 4: 517–42. https://doi.org/10.1177/1046878116646693.
Mora, Alberto, Daniel Riera, Carina González, and Joan Arnedo-Moreno. 2017. “Gamification: A Systematic Review of Design Frameworks.” Journal of Computing in Higher Education 29, no. 3: 516–48. https://doi.org/10.1007/s12528-017-9150-4.
Oakley, Barbara, Richard M. Felder, Rebecca Brent, and Imhad Elhajj. 2004. “Turning Student Groups into Effective Teams.” Journal of Student Centered Learning 2, no. 1: 9–34.
Perrotta, Carlo, Gill Featherstone, Helen Aston, and Emily Houghton. 2013. “Game-Based Learning: Latest Evidence and Future Directions.” Slough: NFER.
Pivec, Maja, and Olga Dziabenko. 2004. “Game-Based Learning in Universities and Lifelong Learning: ‘UniGame: Social Skills and Knowledge Training’ Game Concept.” Journal of Universal Computer Science 10, no. 1: 4–16.
Powers, Richard G., John M. Burney, and Mark C. Carnes. 2010. “Reacting to the Past: A New Approach to Student Engagement and to Enhancing General Education.” White Paper. Teagle Foundation. https://reacting.barnard.edu/sites/default/files/inline-files/reacting_white_paper_teaglefoundation_0.pdf.
Shaffer, David W., Kurt R. Squire, Richard Halverson, and James P. Gee. 2005. “Video Games and the Future of Learning.” Phi Delta Kappan 87, no. 2: 105–111.
Sheldon, Lee. 2011. The Multiplayer Classroom: Designing Coursework as a Game. Cengage Learning.
Stevens, Rachel. 2015. “Role-Play and Student Engagement: Reflections from the Classroom.” Teaching in Higher Education 20, no. 5: 481–92.
Stott, Andrew, and Carman Neustaedter. 2013, “Analysis of Gamification in Education.” Surrey, BC, accessed September 12, 2019. http://clab.iat.sfu.ca/pubs/Stott-Gamification.pdf.
Strauss, Anselm, and Juliet Corbin. 1990. Basics of Qualitative Research. Sage publications.
Tan, Phit H., Siew-Woei Ling, and Choo-Yee Ting. 2007. “Adaptive Digital Game-Based Learning Framework.” In Proceedings of the 2nd International Conference on Digital Interactive Media in Entertainment and Arts. 142–46.
Toro-Troconis, Maria. 2015. “Why We Should Pay More Attention to E-Learning.” Journal of Health Specialities 3, no. 4: 191–97. https://www.thejhs.org/text.asp?2015/3/4/191/166499.
Urh, Marko, Goran Vukovic, Eva Jereb, and Rok Pintar. 2015. “The Model for Introduction of Gamification into E-Learning in Higher Education.” Procedia-Social and Behavioral Sciences 197, no. 25: 388–97. https://doi.org/10.1016/j.sbspro.2015.07.154.
van Staalduinen, Jan-Paul, and Staalduinen S. de Freitas. 2011. “A Game‐Based Learning Framework: Linking Game Design and Learning Outcomes.” In Learning to Play: Exploring the Future of Education with Video Games, edited by M. S. Khyne, 29–54. New York: Peter Lang.
Whitton, Nicola. 2014. Digital Games and Learning: Research and Theory. New York, NY: Routledge.
Wiggins, Grant, and Jay McTighe. 2005. Understanding by Design, 2nd expanded ed. Alexandria, VA: Association for Supervision and Curriculum Development (ASCD).
Willis, Jane. 1996. A Framework for Task-Based Learning (Vol. 60). Harlow: Longman.
Wilson, Katherina A., Wendy L. Bedwell, Elizabeth H. Lazzara, Eduardo Salas, C. Shawn Burke, Jamie L. Estock, Kara L. Orvis, and C. Conkey. 2009. “Relationships between Game Attributes and Learning Outcomes Review and Research Proposals.” Simulation & Gaming 40, no. 2: 217–66. https://doi.org/10.1177/1046878108321866.
Wood, Lincoln C., Hanna Teräs, Torsten Reiners, and Sue Gregory. 2013. “The Role of Gamification and Game-Based Learning in Authentic Assessment within Virtual Environments.” Research and Development in Higher Education: The Place of Learning and Teaching, 514–23.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2021 Kyle W. Scholz, Jolanta N. Komornicka, Andrew Moore
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.