Disruptive Timetables and Frameworks Within the Gamification of Critique and Peer Review

Abstract Researchers define gamification as the phenomenon of creating “gameful experiences” and the use of “game mechanics” in non‐gaming contexts (Deterding et al. 2011; Hamari et al. 2014). Gamification within education is the translation of design elements historically associated with gaming, e.g., embodiment, restructured timetables, probability, risk and reward, into the design of pedagogical approaches towards the goal of increasing student motivation, responsiveness and self‐determination. The following article examines the gamification of critiques and peer‐reviews as an evidence‐based best practice and disruptive innovation before outlining examples of critique games. The critique games in this article disrupt instinctive response frameworks and timetables and provide alternatives to more conventional critique and peer‐review practices.

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Publication Details

Journal
International Journal of Art & Design Education
Published
2024-10-24
DOI
https://doi.org/10.1111/jade.12536
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
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article

Disruptive Timetables and Frameworks Within the Gamification of Critique and Peer Review

Justin B. Makemson
1 citations
International Journal of Art & Design Education
Educational Games and Gamification
0.79
article

Disruptive Timetables and Frameworks Within the Gamification of Critique and Peer Review

Justin B. Makemson
article en
1 citations

Abstract

Abstract Researchers define gamification as the phenomenon of creating “gameful experiences” and the use of “game mechanics” in non‐gaming contexts (Deterding et al. 2011; Hamari et al. 2014). Gamification within education is the translation of design elements historically associated with gaming, e.g., embodiment, restructured timetables, probability, risk and reward, into the design of pedagogical approaches towards the goal of increasing student motivation, responsiveness and self‐determination. The following article examines the gamification of critiques and peer‐reviews as an evidence‐based best practice and disruptive innovation before outlining examples of critique games. The critique games in this article disrupt instinctive response frameworks and timetables and provide alternatives to more conventional critique and peer‐review practices.

International Journal of Art & Design EducationVol. 43(4)
University of New Mexico (US)
Openalex Percentile: Top 23%
Educational Games and Gamification
0.79
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