Collaborative creativity among undergraduate students as game creators during gamification in a university-wide elective course during gamification in a university-wide elective co
Collaborative creativity is an essential skill for unleashing university students’ skills in team building during complex problem-solving. The aim of this descriptive quantitative research was to examine undergraduate students’ perspectives regarding their collaborative creativity experience as game...
Saved in:
Main Authors: | , , , , |
---|---|
Format: | Article |
Language: | English |
Published: |
University of Wollongong
2023
|
Subjects: | |
Online Access: | http://ir.unimas.my/id/eprint/41213/3/Collaborative%20creativity%20-%20Copy.pdf http://ir.unimas.my/id/eprint/41213/ https://ro.uow.edu.au/jutlp/ https://ro.uow.edu.au/jutlp/vol20/iss1/16 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
id |
my.unimas.ir.41213 |
---|---|
record_format |
eprints |
spelling |
my.unimas.ir.412132023-02-01T01:23:15Z http://ir.unimas.my/id/eprint/41213/ Collaborative creativity among undergraduate students as game creators during gamification in a university-wide elective course during gamification in a university-wide elective co Julia Ai Cheng, Lee Ruxin, Lim Fitri Suraya, Mohamad Chan, Kim Geok Faizah, Haji Masud LB2300 Higher Education Collaborative creativity is an essential skill for unleashing university students’ skills in team building during complex problem-solving. The aim of this descriptive quantitative research was to examine undergraduate students’ perspectives regarding their collaborative creativity experience as game creators for a gamification group assignment within a university-wide elective course on learning disabilities. The Assessment Scale of Creative Collaboration (ASCC) questionnaire was completed by 14 students. The results provide insightful perspectives by undergraduate students regarding their experience in collaborative creativity during game creation. The findings from the closed-ended questions of the ASCC demonstrate that most of the students valued the diversity of knowledge and skills of their team members, shared different ideas, adapted their ideas and practices according to the project difficulties, trusted their team members, co-constructed the game together, overcame conflicts in positive ways, developed multiple versions of their game, and coordinated well for their team project. Data from the open-ended questions of the ASCC, which provided detailed but nuanced perspectives of the students, were analysed thematically. Three main themes were identified: the positive aspects of gamification, the constraints related to the gamification project, and teamwork and collaborative problem-solving approaches. This study provides evidence on the feasibility of game creation that is embedded within gamification group projects for fostering collaborative creativity among undergraduate students. Gamification has the potential in supporting the acquisition of 21st century learning and innovation skills in higher education. Implications of the application of gamification in higher education are discussed. University of Wollongong 2023-01-31 Article PeerReviewed text en http://ir.unimas.my/id/eprint/41213/3/Collaborative%20creativity%20-%20Copy.pdf Julia Ai Cheng, Lee and Ruxin, Lim and Fitri Suraya, Mohamad and Chan, Kim Geok and Faizah, Haji Masud (2023) Collaborative creativity among undergraduate students as game creators during gamification in a university-wide elective course during gamification in a university-wide elective co. Journal for University Teaching and Learning Practice, 20 (1). pp. 1-24. ISSN 1449-9789. https://ro.uow.edu.au/jutlp/ https://ro.uow.edu.au/jutlp/vol20/iss1/16 |
institution |
Universiti Malaysia Sarawak |
building |
Centre for Academic Information Services (CAIS) |
collection |
Institutional Repository |
continent |
Asia |
country |
Malaysia |
content_provider |
Universiti Malaysia Sarawak |
content_source |
UNIMAS Institutional Repository |
url_provider |
http://ir.unimas.my/ |
language |
English |
topic |
LB2300 Higher Education |
spellingShingle |
LB2300 Higher Education Julia Ai Cheng, Lee Ruxin, Lim Fitri Suraya, Mohamad Chan, Kim Geok Faizah, Haji Masud Collaborative creativity among undergraduate students as game creators during gamification in a university-wide elective course during gamification in a university-wide elective co |
description |
Collaborative creativity is an essential skill for unleashing university students’ skills in team building during complex problem-solving. The aim of this descriptive quantitative research was to examine undergraduate students’ perspectives regarding their collaborative creativity experience as game creators for a gamification group assignment within a university-wide elective course on learning disabilities. The Assessment Scale of Creative Collaboration (ASCC) questionnaire was completed by 14 students. The results provide insightful perspectives by undergraduate students regarding their experience in collaborative creativity during game creation. The findings from the closed-ended questions of the ASCC demonstrate that most of the students valued the diversity of knowledge and skills of their team members, shared different ideas, adapted their ideas and practices according to the project difficulties, trusted their team members, co-constructed the game together, overcame conflicts in positive ways, developed multiple versions of their game, and coordinated well for their team project. Data from the open-ended questions of the ASCC, which provided detailed but nuanced perspectives of the students, were analysed thematically. Three main themes were identified: the positive aspects of gamification, the constraints related to the gamification project, and teamwork and collaborative problem-solving approaches. This study provides evidence on the feasibility of game creation that is embedded within gamification group projects for fostering collaborative creativity among undergraduate students. Gamification has the potential in supporting the acquisition of 21st century learning and innovation skills in higher education. Implications of the application of gamification in higher education are discussed. |
format |
Article |
author |
Julia Ai Cheng, Lee Ruxin, Lim Fitri Suraya, Mohamad Chan, Kim Geok Faizah, Haji Masud |
author_facet |
Julia Ai Cheng, Lee Ruxin, Lim Fitri Suraya, Mohamad Chan, Kim Geok Faizah, Haji Masud |
author_sort |
Julia Ai Cheng, Lee |
title |
Collaborative creativity among undergraduate students as game creators during gamification in a university-wide elective course during gamification in a university-wide elective co |
title_short |
Collaborative creativity among undergraduate students as game creators during gamification in a university-wide elective course during gamification in a university-wide elective co |
title_full |
Collaborative creativity among undergraduate students as game creators during gamification in a university-wide elective course during gamification in a university-wide elective co |
title_fullStr |
Collaborative creativity among undergraduate students as game creators during gamification in a university-wide elective course during gamification in a university-wide elective co |
title_full_unstemmed |
Collaborative creativity among undergraduate students as game creators during gamification in a university-wide elective course during gamification in a university-wide elective co |
title_sort |
collaborative creativity among undergraduate students as game creators during gamification in a university-wide elective course during gamification in a university-wide elective co |
publisher |
University of Wollongong |
publishDate |
2023 |
url |
http://ir.unimas.my/id/eprint/41213/3/Collaborative%20creativity%20-%20Copy.pdf http://ir.unimas.my/id/eprint/41213/ https://ro.uow.edu.au/jutlp/ https://ro.uow.edu.au/jutlp/vol20/iss1/16 |
_version_ |
1756688324473389056 |
score |
13.160551 |