The Sociological Imagination Machine (S.I.M.)

Using game elements to help learners apply the sociological imagination

Authors

  • Hilary Wheaton
  • David Hall

DOI:

https://doi.org/10.14742/apubs.2016.831

Keywords:

gamification, sociological imagination, engagement, collaboration, technology, randomising, roleplay, learning design, social constructivism

Abstract

A leading online education provider used gamification and a custom built technology to assist the understanding and application of the sociological imagination in first-year Sociology students. In a sixteen-week period, a collaborative team including learning designers, teaching staff, education technologists and a graphic designer, devised and developed a gamified weekly activity for students featuring randomising and roleplay mechanics. Results indicated that the use of gamification improved students' engagement with their class group and assisted them in learning key concepts. The considered and purpose driven use of gamification has proven to be a valuable tool in online learning.

Downloads

Published

2016-11-25

Issue

Section

ASCILITE Conference - Concise Papers