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A card game for designing activities for technology-enhanced learning in higher education

Mavroudi, Anna ; Almeida, Teresa ; Frennert, Susanne LU orcid ; Laaksolahti, Jarmo and Viberg, Olga (2022) In Education and Information Technologies 27(2). p.2367-2383
Abstract

The importance of providing mechanisms and tools that effectively support the transition from implicit to explicit representations of Learning Design has been emphasised by previous research in the field of Technology-Enhanced Learning (TEL). In addition, the benefits of Game-based learning approaches have been long documented in the educational research literature. The paper presents the design, implementation and evaluation of a card game that aims to support the design process of TEL activities in higher education. The game was tested by a group of 36 students and tutors (n = 36) in higher education during an interactive workshop. Feedback was asked by the participants using an anonymous survey. The results reveal that the... (More)

The importance of providing mechanisms and tools that effectively support the transition from implicit to explicit representations of Learning Design has been emphasised by previous research in the field of Technology-Enhanced Learning (TEL). In addition, the benefits of Game-based learning approaches have been long documented in the educational research literature. The paper presents the design, implementation and evaluation of a card game that aims to support the design process of TEL activities in higher education. The game was tested by a group of 36 students and tutors (n = 36) in higher education during an interactive workshop. Feedback was asked by the participants using an anonymous survey. The results reveal that the participants a) are satisfied with the game process, b) appreciate the groupwork and interaction taking place, and c) believe that they used their communication and collaboration skills. The paper includes the description of the outputs of a group (i.e., the cards selected for their TEL scenario and their actual TEL scenario) to exemplify that it is possible to use the game in order to elicit or diagnose existing LD knowledge from the game participants. The paper concludes on the usefulness of the approach suggested, limitations, and plans for future work.

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author
; ; ; and
publishing date
type
Contribution to journal
publication status
published
subject
keywords
Game-based learning, Higher education, Learning design, Technology-enhanced learning
in
Education and Information Technologies
volume
27
issue
2
pages
17 pages
publisher
Kluwer Academic Publishers
external identifiers
  • scopus:85113158315
ISSN
1360-2357
DOI
10.1007/s10639-021-10668-z
language
English
LU publication?
no
id
e046b64d-8426-4579-9d25-22e93eb4008a
date added to LUP
2024-12-10 13:37:04
date last changed
2025-10-14 11:52:43
@article{e046b64d-8426-4579-9d25-22e93eb4008a,
  abstract     = {{<p>The importance of providing mechanisms and tools that effectively support the transition from implicit to explicit representations of Learning Design has been emphasised by previous research in the field of Technology-Enhanced Learning (TEL). In addition, the benefits of Game-based learning approaches have been long documented in the educational research literature. The paper presents the design, implementation and evaluation of a card game that aims to support the design process of TEL activities in higher education. The game was tested by a group of 36 students and tutors (n = 36) in higher education during an interactive workshop. Feedback was asked by the participants using an anonymous survey. The results reveal that the participants a) are satisfied with the game process, b) appreciate the groupwork and interaction taking place, and c) believe that they used their communication and collaboration skills. The paper includes the description of the outputs of a group (i.e., the cards selected for their TEL scenario and their actual TEL scenario) to exemplify that it is possible to use the game in order to elicit or diagnose existing LD knowledge from the game participants. The paper concludes on the usefulness of the approach suggested, limitations, and plans for future work.</p>}},
  author       = {{Mavroudi, Anna and Almeida, Teresa and Frennert, Susanne and Laaksolahti, Jarmo and Viberg, Olga}},
  issn         = {{1360-2357}},
  keywords     = {{Game-based learning; Higher education; Learning design; Technology-enhanced learning}},
  language     = {{eng}},
  number       = {{2}},
  pages        = {{2367--2383}},
  publisher    = {{Kluwer Academic Publishers}},
  series       = {{Education and Information Technologies}},
  title        = {{A card game for designing activities for technology-enhanced learning in higher education}},
  url          = {{http://dx.doi.org/10.1007/s10639-021-10668-z}},
  doi          = {{10.1007/s10639-021-10668-z}},
  volume       = {{27}},
  year         = {{2022}},
}