Design principles for introducing 21st century skills by means of game-based learning

dc.contributor.authorRobberts, Anna Sophia
dc.contributor.authorVan Ryneveld, Linda
dc.contributor.emailankie.robberts@up.ac.zaen_US
dc.date.accessioned2023-04-28T05:28:37Z
dc.date.available2023-04-28T05:28:37Z
dc.date.issued2022-12
dc.description.abstractEducators are drawn into a battle for student attention and engagement in any learning environment. This article describes how a learning environment can be changed into a game-based activity to ensure student engagement. Modules aimed at the professional development of students present numerous challenges in the structuring of learning environments that develop communication, collaboration, creativity and critical thinking skills, the 4Cs of 21st century skills. This article is based on an activity designed for 145 engineering students and intended to habituate them to the university while simultaneously exposing them to opportunities for the development of the 4Cs. During the design, execution and refinement of the learning environment in five consecutive years, 15 design principles that could be employed to facilitate the implementation of a game-based learning activity emerged. Student reflection essays, lecturer observations, field notes and a focus group interview conducted with tutors and colleagues were analysed qualitatively to inform the investigation into students’ experiences of a game-based learning environment aimed at their professional development. The voices of the students were used to confirm the value of this environment. The design principles can be employed in other learning environments to support practitioners’ game-based learning efforts.en_US
dc.description.departmentScience, Mathematics and Technology Educationen_US
dc.description.librarianhj2023en_US
dc.description.urihttp:/journals.sagepub.com/home/iheen_US
dc.identifier.citationRobberts, A.S. & Van Ryneveld, L. (2022). Design principles for introducing 21st century skills by means of game-based learning. Industry and Higher Education, 36(6), 824–834. https://doi.org/10.1177/09504222221079210.en_US
dc.identifier.issn0950-4222 (print)
dc.identifier.issn2043-6858 (online)
dc.identifier.other10.1177/09504222221079210
dc.identifier.urihttp://hdl.handle.net/2263/90522
dc.language.isoenen_US
dc.publisherSageen_US
dc.rights© 2022, The Author(s) 2022en_US
dc.subjectCommunicationen_US
dc.subjectCollaborationen_US
dc.subjectCreativityen_US
dc.subjectCritical thinkingen_US
dc.subjectGame-based learningen_US
dc.subjectDesign principlesen_US
dc.subjectGraduate attributesen_US
dc.titleDesign principles for introducing 21st century skills by means of game-based learningen_US
dc.typePostprint Articleen_US

Files

Original bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
Robberts_Design_2022.pdf
Size:
193.25 KB
Format:
Adobe Portable Document Format
Description:
Postprint Article

License bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
license.txt
Size:
1.75 KB
Format:
Item-specific license agreed upon to submission
Description: