A model for using activity theory in educational design: a gamification example

Kerstin Oberprieler, Simon LEONARD

    Research output: A Conference proceeding or a Chapter in BookConference contribution

    Abstract

    This paper argues that the emergence of design thinking and design-research provide a renewed opportunity for expansive learning, and proposes a model for educational design using concepts drawn from Activity Theory, Ecological Cognition, and other systems-based understandings of learning. The model is argued in the context of a design project involving the ‘gamification’ of workplace learning. The use of games and game mechanics has become a popular approach to workplace learning due to the apparent capacity of the approach to increase collaborative problem solving and ‘user’ buy-in. This paper, however, discusses a workplace learning game that, in prototype, has lead to significant transformation or workplace practice, particularly in relation to information and knowledge sharing within the company. Through a design-research process, we use the proposed model to examine the game and identify its successful features. The paper concludes with a discussion of how the model can inform understandings of the value created through learning in workplaces and other settings.
    Original languageEnglish
    Title of host publicationAARE Conference Proceedings
    EditorsMargaret Baguley
    Place of PublicationOnline
    PublisherAustralian Association for Research in Education
    Pages1-11
    Number of pages11
    Publication statusPublished - 2015
    EventAustralian Association for Research in Education Annual Conference - Fremantle, Australia
    Duration: 29 Nov 20153 Dec 2015

    Publication series

    NameAARE Conference Series
    PublisherAustralian Association for Research in Education
    ISSN (Print)1324-9320

    Conference

    ConferenceAustralian Association for Research in Education Annual Conference
    CountryAustralia
    CityFremantle
    Period29/11/153/12/15

    Fingerprint

    workplace
    learning
    research process
    mechanic
    research planning
    cognition
    knowledge
    Values

    Cite this

    Oberprieler, K., & LEONARD, S. (2015). A model for using activity theory in educational design: a gamification example. In M. Baguley (Ed.), AARE Conference Proceedings (pp. 1-11). (AARE Conference Series). Online: Australian Association for Research in Education.
    Oberprieler, Kerstin ; LEONARD, Simon. / A model for using activity theory in educational design: a gamification example. AARE Conference Proceedings. editor / Margaret Baguley. Online : Australian Association for Research in Education, 2015. pp. 1-11 (AARE Conference Series).
    @inproceedings{e0918650fe464a028abf15ef577cb570,
    title = "A model for using activity theory in educational design: a gamification example",
    abstract = "This paper argues that the emergence of design thinking and design-research provide a renewed opportunity for expansive learning, and proposes a model for educational design using concepts drawn from Activity Theory, Ecological Cognition, and other systems-based understandings of learning. The model is argued in the context of a design project involving the ‘gamification’ of workplace learning. The use of games and game mechanics has become a popular approach to workplace learning due to the apparent capacity of the approach to increase collaborative problem solving and ‘user’ buy-in. This paper, however, discusses a workplace learning game that, in prototype, has lead to significant transformation or workplace practice, particularly in relation to information and knowledge sharing within the company. Through a design-research process, we use the proposed model to examine the game and identify its successful features. The paper concludes with a discussion of how the model can inform understandings of the value created through learning in workplaces and other settings.",
    keywords = "design research in education, gamification, workplace learning",
    author = "Kerstin Oberprieler and Simon LEONARD",
    year = "2015",
    language = "English",
    series = "AARE Conference Series",
    publisher = "Australian Association for Research in Education",
    pages = "1--11",
    editor = "Margaret Baguley",
    booktitle = "AARE Conference Proceedings",

    }

    Oberprieler, K & LEONARD, S 2015, A model for using activity theory in educational design: a gamification example. in M Baguley (ed.), AARE Conference Proceedings. AARE Conference Series, Australian Association for Research in Education, Online, pp. 1-11, Australian Association for Research in Education Annual Conference, Fremantle, Australia, 29/11/15.

    A model for using activity theory in educational design: a gamification example. / Oberprieler, Kerstin; LEONARD, Simon.

    AARE Conference Proceedings. ed. / Margaret Baguley. Online : Australian Association for Research in Education, 2015. p. 1-11 (AARE Conference Series).

    Research output: A Conference proceeding or a Chapter in BookConference contribution

    TY - GEN

    T1 - A model for using activity theory in educational design: a gamification example

    AU - Oberprieler, Kerstin

    AU - LEONARD, Simon

    PY - 2015

    Y1 - 2015

    N2 - This paper argues that the emergence of design thinking and design-research provide a renewed opportunity for expansive learning, and proposes a model for educational design using concepts drawn from Activity Theory, Ecological Cognition, and other systems-based understandings of learning. The model is argued in the context of a design project involving the ‘gamification’ of workplace learning. The use of games and game mechanics has become a popular approach to workplace learning due to the apparent capacity of the approach to increase collaborative problem solving and ‘user’ buy-in. This paper, however, discusses a workplace learning game that, in prototype, has lead to significant transformation or workplace practice, particularly in relation to information and knowledge sharing within the company. Through a design-research process, we use the proposed model to examine the game and identify its successful features. The paper concludes with a discussion of how the model can inform understandings of the value created through learning in workplaces and other settings.

    AB - This paper argues that the emergence of design thinking and design-research provide a renewed opportunity for expansive learning, and proposes a model for educational design using concepts drawn from Activity Theory, Ecological Cognition, and other systems-based understandings of learning. The model is argued in the context of a design project involving the ‘gamification’ of workplace learning. The use of games and game mechanics has become a popular approach to workplace learning due to the apparent capacity of the approach to increase collaborative problem solving and ‘user’ buy-in. This paper, however, discusses a workplace learning game that, in prototype, has lead to significant transformation or workplace practice, particularly in relation to information and knowledge sharing within the company. Through a design-research process, we use the proposed model to examine the game and identify its successful features. The paper concludes with a discussion of how the model can inform understandings of the value created through learning in workplaces and other settings.

    KW - design research in education

    KW - gamification

    KW - workplace learning

    M3 - Conference contribution

    T3 - AARE Conference Series

    SP - 1

    EP - 11

    BT - AARE Conference Proceedings

    A2 - Baguley, Margaret

    PB - Australian Association for Research in Education

    CY - Online

    ER -

    Oberprieler K, LEONARD S. A model for using activity theory in educational design: a gamification example. In Baguley M, editor, AARE Conference Proceedings. Online: Australian Association for Research in Education. 2015. p. 1-11. (AARE Conference Series).