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Catch the Open! A Gamified Interactive Immersion Into Open Educational Practices for Higher Education Educators

Open Education (OE) opens up learning opportunities to, potentially, every person in the world. Additionally, it allows teachers, researchers, and practitioners to find, share, reuse, and improve existing resources under a dependable legal framework. Aiming to spread and foster the introduction of o...

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Autores principales: Padilla-Zea, Natalia, Burgos, Daniel, García-Holgado, Alicia, García-Peñalvo, Francisco José, Harquevaux, Mélanie Pauline, de-la-Higuera, Colin, Brunton, James, Tlili, Ahmed
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9263545/
https://www.ncbi.nlm.nih.gov/pubmed/35814164
http://dx.doi.org/10.3389/fpsyg.2022.812091
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author Padilla-Zea, Natalia
Burgos, Daniel
García-Holgado, Alicia
García-Peñalvo, Francisco José
Harquevaux, Mélanie Pauline
de-la-Higuera, Colin
Brunton, James
Tlili, Ahmed
author_facet Padilla-Zea, Natalia
Burgos, Daniel
García-Holgado, Alicia
García-Peñalvo, Francisco José
Harquevaux, Mélanie Pauline
de-la-Higuera, Colin
Brunton, James
Tlili, Ahmed
author_sort Padilla-Zea, Natalia
collection PubMed
description Open Education (OE) opens up learning opportunities to, potentially, every person in the world. Additionally, it allows teachers, researchers, and practitioners to find, share, reuse, and improve existing resources under a dependable legal framework. Aiming to spread and foster the introduction of open policies in Higher Education (HE) institutions, the gamified interactive learning experience Catch the Open! was developed. Catch the Open! targets HE educators who wish to learn, or who wish to deepen their existing knowledge, about OE and Open Educational Practices (OEP). Within the gamified learning experience, the user becomes an educator, Alex, the game character, who receives a task from the Rector: to investigate how to best include OE and OEP in teaching and learning practice within the institution. Alex proceeds to explore and gather information in a web-based 2D virtual HE institution where students, colleagues, and guest researchers will help her to develop a comprehensive understanding of OE and the practical application of OEP. The educational content within Catch the Open! is underpinned by an OE competences framework for HE educators, developed in a previous phase of the Erasmus+ OpenGame project. In this paper, the design process to link pedagogical and technological approaches, which results in the Catch the Open! gamified web-based interactive application, is presented as well as the application itself. Moreover, two phases of piloting with 153 HE educators from six different HE institutions are presented. The obtained findings showed that the gamified environment helped in learning about OE. On the other hand, learners also suggested several improvement aspects of the gamified environment, such as the length of finishing a learning mission while playing.
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spelling pubmed-92635452022-07-09 Catch the Open! A Gamified Interactive Immersion Into Open Educational Practices for Higher Education Educators Padilla-Zea, Natalia Burgos, Daniel García-Holgado, Alicia García-Peñalvo, Francisco José Harquevaux, Mélanie Pauline de-la-Higuera, Colin Brunton, James Tlili, Ahmed Front Psychol Psychology Open Education (OE) opens up learning opportunities to, potentially, every person in the world. Additionally, it allows teachers, researchers, and practitioners to find, share, reuse, and improve existing resources under a dependable legal framework. Aiming to spread and foster the introduction of open policies in Higher Education (HE) institutions, the gamified interactive learning experience Catch the Open! was developed. Catch the Open! targets HE educators who wish to learn, or who wish to deepen their existing knowledge, about OE and Open Educational Practices (OEP). Within the gamified learning experience, the user becomes an educator, Alex, the game character, who receives a task from the Rector: to investigate how to best include OE and OEP in teaching and learning practice within the institution. Alex proceeds to explore and gather information in a web-based 2D virtual HE institution where students, colleagues, and guest researchers will help her to develop a comprehensive understanding of OE and the practical application of OEP. The educational content within Catch the Open! is underpinned by an OE competences framework for HE educators, developed in a previous phase of the Erasmus+ OpenGame project. In this paper, the design process to link pedagogical and technological approaches, which results in the Catch the Open! gamified web-based interactive application, is presented as well as the application itself. Moreover, two phases of piloting with 153 HE educators from six different HE institutions are presented. The obtained findings showed that the gamified environment helped in learning about OE. On the other hand, learners also suggested several improvement aspects of the gamified environment, such as the length of finishing a learning mission while playing. Frontiers Media S.A. 2022-06-24 /pmc/articles/PMC9263545/ /pubmed/35814164 http://dx.doi.org/10.3389/fpsyg.2022.812091 Text en Copyright © 2022 Padilla-Zea, Burgos, García-Holgado, García-Peñalvo, Harquevaux, de-la-Higuera, Brunton and Tlili. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychology
Padilla-Zea, Natalia
Burgos, Daniel
García-Holgado, Alicia
García-Peñalvo, Francisco José
Harquevaux, Mélanie Pauline
de-la-Higuera, Colin
Brunton, James
Tlili, Ahmed
Catch the Open! A Gamified Interactive Immersion Into Open Educational Practices for Higher Education Educators
title Catch the Open! A Gamified Interactive Immersion Into Open Educational Practices for Higher Education Educators
title_full Catch the Open! A Gamified Interactive Immersion Into Open Educational Practices for Higher Education Educators
title_fullStr Catch the Open! A Gamified Interactive Immersion Into Open Educational Practices for Higher Education Educators
title_full_unstemmed Catch the Open! A Gamified Interactive Immersion Into Open Educational Practices for Higher Education Educators
title_short Catch the Open! A Gamified Interactive Immersion Into Open Educational Practices for Higher Education Educators
title_sort catch the open! a gamified interactive immersion into open educational practices for higher education educators
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9263545/
https://www.ncbi.nlm.nih.gov/pubmed/35814164
http://dx.doi.org/10.3389/fpsyg.2022.812091
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