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Professional subjectivity in Kahoot! gamification: A socio-material framing of the lecturer as inspirational performer
Digital gamification is becoming more prevalent in higher education, yet a research gap regarding the socio-material imbrications arising from this pedagogical practice and its relationship to lecturer professional subjectivities was discovered. This presentation reports on data from a larger qualitative study conducted in a Middle Eastern tertiary institution where the use of Kahoot! is commonplace. Semi-structured interviews with lecturers from varied academic disciplines and observations of live sessions were conducted. The socio-material narrative analysis revealed the lecturers’ subjectivities as inspirational performers, arising both from their social self-presentations and the embedded digital materiality of the Kahoot! platform. The study contributes to the expanding body of socio-material research in higher education and concludes by suggesting that future studies should attend to both the social and materially produced aspects of lecturer subjectivities in gamification.
History
Declaration of conflicts of interest
NoneCorresponding author email
nhoward@hct.ac.aeLead author country
- United Kingdom of Great Britain and Northern Ireland
Lead author job role
- Higher Education Lecturer
Lead author institution
Higher Colleges of TechnologyEthics statement
Lancaster University and the research institution granted full ethical approval for the study. The lecturers received a comprehensive information sheet in advance and provided written consent. In addition, learners in the online sessions received an information sheet in Arabic and agreed to participate in the observations.Terms agreed
- Yes, I agree to Advance terms