This paper is a qualitative case study which explores university teachers' attitudes towards gamification, their expectations about the use of a gamified approach in HE courses, and their willingness to adopt this approach. This study also intends to highlight strategies by which HEIs interested in promoting the adoption of gamified learning could affect the current gap between teachers' attitudes towards gamification and game-based learning, which is generally positive, and their actual use, which remains limited. The data were collected through focus groups involving 13 teachers, all in-service at Link Campus University, a private Italian university located in Rome, and analysed through qualitative content analysis. The main findings of this research suggest that providing teachers with appropriate training, guidance, and support during the design, development, and implementation phases of a gamified learning intervention could significantly reduce the current attitude-use gap.
Il presente lavoro è uno studio di caso qualitativo che esplora l’atteggiamento dei docenti universitari nei confronti della gamification, le loro aspettative sull'uso di un approccio gamificato nei corsi universitari e la loro disponibilità ad adottare questo approccio. Lo studio intende, inoltre, delineare delle strategie che le Università interessate a promuovere l'adozione dell'apprendimento gamificato potrebbero attuare per colmare l'attuale divario tra l'atteggiamento degli insegnanti nei confronti della gamification e del game-based learning, che è generalmente positivo, e l’effettivo utilizzo di questi approcci, che rimane limitato. I dati sono stati raccolti attraverso dei focus group, a cui hanno partecipato 13 professori, tutti in servizio presso la Link Campus University, un'università privata italiana situata a Roma, e sono stati analizzati attraverso l'analisi qualitativa. I principali risultati di questa ricerca sembrano suggerire che fornire agli insegnanti una formazione adeguata, oltre a una guida e un supporto durante tutte le fasi del processo (progettazione didattica, sviluppo e implementazione di un intervento di apprendimento gamificato) potrebbero avere un impatto significativo nel ridurre l'attuale divario tra atteggiamento e utilizzo.
Marinensi, G., Nirchi, S., Romero Carbonell, M. (2023). Gamification and game-based learning in higher education: a case study about teachers’ expectations. Q-TIMES WEBMAGAZINE(2), 177-191 [10.14668/QTimes_15215].
Gamification and game-based learning in higher education: a case study about teachers’ expectations
Stefania Nirchi
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2023-01-01
Abstract
This paper is a qualitative case study which explores university teachers' attitudes towards gamification, their expectations about the use of a gamified approach in HE courses, and their willingness to adopt this approach. This study also intends to highlight strategies by which HEIs interested in promoting the adoption of gamified learning could affect the current gap between teachers' attitudes towards gamification and game-based learning, which is generally positive, and their actual use, which remains limited. The data were collected through focus groups involving 13 teachers, all in-service at Link Campus University, a private Italian university located in Rome, and analysed through qualitative content analysis. The main findings of this research suggest that providing teachers with appropriate training, guidance, and support during the design, development, and implementation phases of a gamified learning intervention could significantly reduce the current attitude-use gap.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.