Implementing augmented learning and teaching design for impact : exploring the use of digital gamification in tertiary sport and hospitality business curriculum

Michelle O'Shea, Catherine Link

Research output: Contribution to journalArticlepeer-review

Abstract

The unprecedented rise of computer technologies through the 1980s constructed a unique context in which education institutions began to draw on game technologies to complement existing learning and teaching practice. In highly nuanced ways smartphone technologies, digital media, and the internet continue to shape the way we connect, consume and, in context to this research case, learn. While tertiary institutions are increasingly trialling the use of augmented technologies for learning, the convergence of gamification and tertiary education has not been as widely pursued as first envisaged. Drawing on lecturers reflections on designing and implementing gamified curricula and preliminary student feedback, this case study interrogates the challenges and opportunities associated with designing and implementing gamified undergraduate sport and hospitality management educational models.
Original languageEnglish
Pages (from-to)165-181
Number of pages17
JournalInternational Journal of Innovation in Education
Volume5
Issue number3
Publication statusPublished - 2019

Keywords

  • hospitality industry
  • sports sciences
  • study and teaching (higher)
  • business education
  • educational technology
  • gamification

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