Integrating gamification into future educational leadership education: A case of cognitive apprenticeship for inexperienced learners

Yue On James KO, Eldon KO

Research output: Chapter in Book/Report/Conference proceedingChapters

Abstract

Adopting a “cognitive apprenticeship” (CA) approach to instruction (Lave & Wenger 1991; Collins & Kapur, 2014), a strategy game ‘SimSchool’ is developed to create situated learning for both undergraduates and postgraduates to act like school leaders to select colleagues and apply strategies in decision-making and problem-solving. The CA approach addresses the challenge of providing a simulated, situated school environment for many students lacking or have little teaching and school working experience. Players/learners have to apply knowledge in the courses in playing the game, while the simulation “coaches” them through feedback, hints, and scaffolding during gameplay. The new simulation game is designed to integrate motivational gamification elements to enhance players’ user and learning experiences. The system requirements and gamification algorithm in a cognitive apprenticeship framework are discussed to highlight the unique functions of the three main components of the game. Copyright © 2021 Global Chinese Conference on Computers in Education.
Original languageEnglish
Title of host publicationConference proceedings (English paper) of the 25th Global Chinese Conference on Computers in Education (GCCCE 2021)
EditorsSiu Cheung KONG, Qiyun WANG, Ronghuai HUANG, Yanyan LI, Ting-Chia HSU
Place of PublicationHong Kong
PublisherCentre for Learning, Teaching and Technology, The Education University of Hong Kong
Pages80-84
ISBN (Print)9789888636921
Publication statusPublished - 2021

Citation

Ko, J., & Ko, E. (2021). Integrating gamification into future educational leadership education: A case of cognitive apprenticeship for inexperienced learners. In S. C. Kong, Q. Wang, R. Huang, Y. Li, & T.-C. Hsu (Eds.), Conference proceedings (English paper) of the 25th Global Chinese Conference on Computers in Education (GCCCE 2021) (pp. 80-84). Hong Kong: Centre for Learning, Teaching and Technology, The Education University of Hong Kong.

Keywords

  • Educational leadership education
  • Gamification
  • Situated learning
  • System requirement
  • Algorithm

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