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Catch the Open! A Gamified Interactive Immersion Into Open Educational Practices for Higher Education Educators
Natalia Padilla-Zea1, Daniel Burgos1, Alicia García-Holgado2
1Universidad Internacional de la Rioja (UNIR), Research Institute for Innovation and Technology in Education (UNIR iTED), Logroño, Spain.
Catch the Open! is a gamified learning experience designed to educate Higher Education (HE) educators about Open Education (OE) and Open Educational Practices (OEP). Piloting showed the game effectively supported learning about OE, with suggestions for improvement.
Area of Science:
- Educational Technology
- Open Learning Initiatives
- Higher Education Pedagogy
Background:
- Open Education (OE) and Open Educational Practices (OEP) offer global learning opportunities and resource sharing under a legal framework.
- Higher Education (HE) institutions need strategies to integrate OE and OEP into their teaching and learning environments.
- An OE competences framework for HE educators was previously developed by the Erasmus+ OpenGame project.
Purpose of the Study:
- To introduce and foster open policies in HE institutions through a gamified learning experience.
- To develop and present the design of the gamified interactive application, 'Catch the Open!'
- To evaluate the effectiveness of 'Catch the Open!' in educating HE educators about OE and OEP.
Main Methods:
- Development of a gamified, web-based 2D virtual HE institution for interactive learning.
- Integration of an OE competences framework to underpin educational content.
- Piloting the 'Catch the Open!' application with 153 HE educators across six institutions.
Main Results:
- The gamified learning environment was found to be effective in facilitating learning about Open Education.
- Participants provided feedback for improving the gamified experience, including adjusting the duration of learning missions.
- The study demonstrated a successful link between pedagogical and technological approaches in the application's design.
Conclusions:
- The 'Catch the Open!' gamified application serves as a viable tool for enhancing HE educators' understanding of OE and OEP.
- Gamification can be a successful strategy for professional development in Open Education within HE.
- Further refinement of the learning experience is recommended based on user feedback to optimize engagement and learning outcomes.
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