Time: Friday 15 January 2021 3-4pm GMT
Presenter: Deshan Hewavidana, IFP Subject Lead for Business, University of Bristol
Location: Online via Blackboard
Abstract:
The purpose of this study was to investigate the implications of game based learning on student achievement for a group of students in Institution X. During the study academic literature relating to game based learning, gamification and leadership was examined to provide a critical analysis into educational games. In order to collect data to achieve the study objective, I tested two platforms in Kahoot and Wordwall on my group of learners, and measured their achievement through their performance during the different activities that each software offered.
It was discovered that although game based learning was novel for learners when first introduced, it became less appealing when continually utilised. In terms of platforms, almost all students preferred using Wordwall compared to Kahoot given its variety of activities. Regarding leadership, many leaders saw how a transformational approach would be useful in implementing game based learning across the institution.
In the future, it is advisable for Institution X’s leaders to showcase the talents of teachers who are actively engaging their students with respect to learning, for instance through trialling out the technology themselves in order to witness first-hand the impact of game based learning. Moreover, it is recommended educators analyse the role of other styles of leadership in order to compare and contrast its impact with a transformational approach to game based learning.