Exploring Reflective Practice-Based Learning Through Game-Based Design

This study examines DidakTekQuest, a board game designed to enhance Continuing Professional Development (CPD) for in-service educators by integrating Game-Based Learning (GBL) with Reflective Practice-based Learning (RPL). Framed within a design-based research methodology, the paper analyses the game's intended design to explore how it can cultivate collaboration, dialogue and reflection to promote in-service educators’ understanding of digital technology in their teaching practices. Drawing on theoretical frameworks including the concept of double stimulation, the study demonstrates how game elements can stimulate agency, dialogue and pedagogical exploration. The results highlight the potential of game-based learning to stimulate reflective dialogue and critical thinking that enable educators to meaningfully incorporate digital tools into their teaching practices.

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Publication Details

Journal
Proceedings for the European Conference on Reflective Practice-based Learning 2025
Published
2025-11-11
DOI
https://doi.org/10.54337/ecrpl25-10928
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Exploring Reflective Practice-Based Learning Through Game-Based Design

Anne Kristine Petersen, Marianne Riis, Tobias Alexander Bang Tretow-Fish
Proceedings for the European Conference on Reflective Practice-based Learning 2025
Educational Games and Gamification
article

Exploring Reflective Practice-Based Learning Through Game-Based Design

Anne Kristine Petersen, Marianne Riis, Tobias Alexander Bang Tretow-Fish
article en

Abstract

This study examines DidakTekQuest, a board game designed to enhance Continuing Professional Development (CPD) for in-service educators by integrating Game-Based Learning (GBL) with Reflective Practice-based Learning (RPL). Framed within a design-based research methodology, the paper analyses the game's intended design to explore how it can cultivate collaboration, dialogue and reflection to promote in-service educators’ understanding of digital technology in their teaching practices. Drawing on theoretical frameworks including the concept of double stimulation, the study demonstrates how game elements can stimulate agency, dialogue and pedagogical exploration. The results highlight the potential of game-based learning to stimulate reflective dialogue and critical thinking that enable educators to meaningfully incorporate digital tools into their teaching practices.

Proceedings for the European Conference on Reflective Practice-based Learning 2025(3)
University College Absalon (DK), Aalborg University (DK)
Openalex Percentile: Top 63%
Educational Games and Gamification
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