Title: Implementing augmented learning and teaching design for impact: exploring the use of digital gamification in tertiary sport and hospitality business curriculum
Authors: Michelle O'Shea; Catherine Link
Addresses: School of Business, Western Sydney University, Locked Bag 1797, Penrith NSW 2751, Australia ' School of Business, Western Sydney University, Locked Bag 1797, Penrith NSW 2751, Australia
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, the internet, smartphone technologies and digital media, 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.
Keywords: gamification; technology; business education; industry impact.
International Journal of Innovation in Education, 2019 Vol.5 No.3, pp.165 - 181
Available online: 15 Aug 2019 *Full-text access for editors Access for subscribers Purchase this article Comment on this article