Playing with Sequential Learning and and Inquiry Processes by Bringing “World of Warcraft“ to the Real World: Based on Reflective Practice-based Learning

Research output: Book/ReportPh.D. thesisResearch

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Abstract

This thesis investigate and experiment with “Reflective Practice-based Learning (RPL)”, which is a new learning approach at University College ’of Northern Denmark (UCN), through the use of Game-Based Learning. Within the pragmatic paradigm, this PhD project developed knowledge through the use of Educational Design Research. It used a mixed-method approach to data collection and abductive reasoning to investigate how a perspective of Game-Based Learning inspires the development of a new teaching and pedagogical concept with the aim of strengthening practice professionalism through sequential learning and inquiry processes in a higher education learning environment. Through a theoretical understanding of World of Warcraft, the PhD project thus examines how a designed learning game affects the pedagogical concepts of motivation and autonomy, analysis and exploration, and reflective practice through the use of game principles.

The domain of Practice Theory will inspire the theoretical perspective through an understanding and interpretation of learning as “landscapes of practice” consisting of designed complex and personal learning trajectories.
Original languageDanish
PublisherAalborg Universitetsforlag
Number of pages371
ISBN (Electronic)978-87-7210-624-3
Publication statusPublished - 2020
SeriesAalborg Universitet. Det Humanistiske Fakultet. Ph.D.-Serien
ISSN2246-123X

Bibliographical note

PhD supervisor:
Prof. Thomas Ryberg, Aalborg University

Assistant PhD supervisor:
Prof. Elsebeth Korsgaard Sorensen, Aalborg University

Research Output

  • 2 Article in proceeding

Computer games as inspiration for the development of virtual learning platform

Jensen, C. G. & Sorensen, E. K., 2018, EdMedia: World Conference on Educational Media and Technology. Association for the Advancement of Computing in Education, Vol. 2018. p. 1726-1736 10 p.

Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearchpeer-review

  • GAMIFICATION OF INNOVATION PROCESSES BY BRINGING “WORLD OF WARCRAFT” TO THE REAL WORLD

    Gyldendahl Jensen, C., 2016, EDULEARN16 Proceedings. Chova, L. G., Martínez, A. L. & Torres, I. C. (eds.). International Association of Technology, Education and Development (IATED), p. 59-68 10 p. (EDULEARN Proceedings).

    Research output: Contribution to book/anthology/report/conference proceedingArticle in proceedingResearch

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