Abstract:
In many Higher Education institutions, fun or enjoyment represents purposelessness, and is often characterised as something that should only be indulged in at specific times, in measured ways, and on special occasions. Play and games are thus often assigned a role that is secondary to ‘real’ work. This essentially artificial separation between work and play has had a profound effect on traditional learning theories and educational design. The purpose of this study is to investigate the role of the metaphor of a game in the interaction, dynamics and complexities of a web-based module that is presented to adult learners. The uniqueness of this study is attributable to a combination of the following elements: • games and play, and their motivational potential and value for adults • adult learners, group complexities and dynamics, and the various kinds of online interactions to which learners are subjected • the World Wide Web as a learning environment. The case study upon which this thesis is based is the facilitation of a particular module that is presented as part of a two-year tutored Masters degree in Computer Integrated Education at the University of Pretoria. The presentation of the module simulated the spirit and atmosphere of Survivor