Games in Innovation Education: Simulated vs authentic gamified participation

Research output: Book/ReportBookResearchpeer-review

Abstract

This chapter examines the methodological challenges and perspectives of designing game-like scenarios for the implementation of innovation processes in school science education. It presents a design-based research study of a game-like innovation scenario designed for technology education for Danish public school students aged 13-15. Students play the role of company heads who develop intelligent music technology. This game-like learning environment was designed to develop innovation competencies through the simulation of a practical learning situation. The focus of the design was to include practices and tools from innovative professions and use game principles and elements to create a meaningful frame around the creative and innovative practices. This chapter describes the results of this design and discusses the perspective of games in innovation education in relation to the more recent trends in research of games designed for citizen science.
Original languageEnglish
PublisherIGI global
Number of pages11
Publication statusPublished - 2019
SeriesIGI Global books

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innovation
participation
education
scenario
learning situation
science
school
learning environment
music
student
profession
citizen
simulation
trend

Cite this

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title = "Games in Innovation Education: Simulated vs authentic gamified participation",
abstract = "This chapter examines the methodological challenges and perspectives of designing game-like scenarios for the implementation of innovation processes in school science education. It presents a design-based research study of a game-like innovation scenario designed for technology education for Danish public school students aged 13-15. Students play the role of company heads who develop intelligent music technology. This game-like learning environment was designed to develop innovation competencies through the simulation of a practical learning situation. The focus of the design was to include practices and tools from innovative professions and use game principles and elements to create a meaningful frame around the creative and innovative practices. This chapter describes the results of this design and discusses the perspective of games in innovation education in relation to the more recent trends in research of games designed for citizen science.",
author = "Rikke Magnussen",
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series = "IGI Global books",
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Games in Innovation Education : Simulated vs authentic gamified participation. / Magnussen, Rikke.

IGI global, 2019. 11 p. (IGI Global books).

Research output: Book/ReportBookResearchpeer-review

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