Research Article
Collaborative Game Design for Learning: The Challenges of Adaptive Game-Based Learning for the Flipped Classroom
@INPROCEEDINGS{10.1007/978-3-030-73426-8_13, author={Muriel Algayres and Evangelia Triantafyllou and Lena Werthmann and Maria Zotou and Tambouris Efthimios and Christos Malliarakis and Eleni Dermentzi and Roberto Lopez and Eirik Jatten and Konstantinos Tarabanis}, title={Collaborative Game Design for Learning: The Challenges of Adaptive Game-Based Learning for the Flipped Classroom}, proceedings={Interactivity and Game Creation. 9th EAI International Conference, ArtsIT 2020, Aalborg, Denmark, December 10--11, 2020, Proceedings}, proceedings_a={ARTSIT}, year={2021}, month={7}, keywords={Game design Gamification Learning game applications Flipped classroom}, doi={10.1007/978-3-030-73426-8_13} }
- Muriel Algayres
Evangelia Triantafyllou
Lena Werthmann
Maria Zotou
Tambouris Efthimios
Christos Malliarakis
Eleni Dermentzi
Roberto Lopez
Eirik Jatten
Konstantinos Tarabanis
Year: 2021
Collaborative Game Design for Learning: The Challenges of Adaptive Game-Based Learning for the Flipped Classroom
ARTSIT
Springer
DOI: 10.1007/978-3-030-73426-8_13
Abstract
In recent years, game-based learning and gamification have increasingly been used within flipped classroom approaches. Many research showed that both approaches were efficient in conjunction in an active learning perspective. However, we observe that few games have been designed with use in the flipped classroom in mind, and there is therefore potential to improve the flipped classroom experience by approaching the development and integration of games with a more holistic and adaptive experience in mind. For that purpose, a focus group of educators was assembled for a pilot project and their educational practices, objectives and gaming experience analyzed. Following this investigation, co-constructed game design choices were made to try and develop a game that could support a variety of subjects and learning experience in the FC. Although the focus group answers showed that a fully adaptive gaming experience needed, for reasons of flexibility, to lean towards a gamified platform, the final design solution can have the potential to support fully the flipped classroom experience for any subject or class desired.