“Emotion or logic?: Utilization of Dilemma and Gamification in the Teaching of 3rd Junior High School Literature

Authors

  • Dr. Dimitrios Tountas

Keywords:

discourse markers, shell noun, causal relation, Problem-Solution, clause-relational approach, Mobility, Southwestern Europe, Struma River Valley, Neolithization, Early Neolithic, Dilemma-based learning, Gamification, 3rd Junior High School Literature.

Abstract

Dilemma-based learning (DBL) and Gamification are two educational techniques that, have received the attention of both educational theorists and the educational community in general in recent years. The purpose of this article is to present a didactic scenario for the teaching of the 3rd Junior High School Literature course entitled “With emotion or logic?”. This scenario was designed and implemented within the Erasmus+ program “Gamified Introduction to Gamification”. The innovation of the scenario lies in its student-centered nature and, above all, in the utilization of the principles of Dilemma-based learning and Gamification. The students, acting within a framework of collaborative activities, both digital and non-digital, managed to approach the objectives of the scenario to a very satisfactory degree.

References

D. Albertazzi, M. G. G. Ferreira, F. A. Forcellini (2019) A wide view on gamification. 24(2), 191–202. https://doi.org/10.1007/s10758-018-9374-z

F. R. Andrade, R. Mizoguchi, S. Isotani (2016) The bright and dark sides of gamification. 13, 176-186.

N. Caruana (2021) The use of moral dilemmas in the Ethics education curriculum.

S. Deterding, D. Dixon, R. Khaled, L. Nacke (2011) From game design elements to gamefulness: defining “gamification”. 9–15. https://doi.org/10.1145/2181037.2181040

C. Dichev, D. Dicheva (2017) Gamifying education: What is known, what is believed and what remains uncertain: A critical review. 14(1), 1-36. https://doi.org/10.1186/s41239-017-0042-5

R. Donnelly, M. Fitzmaurice (2005) Collaborative project-based learning and problem-based learning in higher education: A consideration of tutor and student roles in learner-focused strategies. 87-98.

J. Hamari, J. Koivisto, H. Sarsa (2014) Does gamification work? -- A literature review of empirical studies on gamification. 3025-3034. https://doi.org/10.1109/HICSS.2014.377

C. Harding (1985) Moral Dilemmas and Ethical Reasoning.

B. Huang, K. F. Hew, C. K. Lo (2019) Investigating the effects of gamification-enhanced flipped learning on undergraduate students' behavioral and cognitive engagement. 27(8), 1106–1126. https://doi.org/10.1080/10494820.2018.1495653

K. M. Kapp (2012) The gamification of learning and instruction: game-based methods and strategies for training and education.

L. Kohlberg (1969) Stage and sequence: The cognitive-developmental approach to socialization. 347-480.

J. Krath, L. Schürmann, H. F. O. von Korflesch (2021) Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. 125, 106963. https://doi.org/10.1016/j.chb.2021.106963

J. Martí-Parreño, A. Galbis-Córdova, R. Currás-Pérez (2021) Teachers' beliefs about gamification and competencies development: A concept mapping approach. 58(1), 84-94. https://doi.org/10.1080/14703297.2019.1683464

Y. Rahmawati, E. Taylor, P. C. Taylor, A. Ridwan, A. Mardiah (2022) Students' engagement in education as sustainability: Implementing an ethical dilemma-STEAM teaching model in chemistry learning. 14(6), 3554. https://doi.org/10.3390/su14063554

M. Sailer, L. Homner (2020) The gamification of learning: A meta-analysis. 32(1), 77–112. https://doi.org/10.1007/s10648-019-09498-w

A. Sánchez-Mena, J. Martí-Parreño (2017) Drivers and barriers to adopting gamification: Teachers' perspectives. 434-443.

O. Shapira-Lishchinsky (2010) Teachers' critical incidents: Ethical dilemmas in teaching practice. https://doi.org/10.1016/j.tate.2010.11.003

E Settelmaier (2003) Transforming the culture of teaching and learning in science: The promise of moral dilemma stories.

A. M. Toda, P. H. Valle, S. Isotani (2017) The dark side of gamification: An overview of negative effects of gamification in education. 143-156.

P. Wood, B. Hymer, D. Michel (2007) Dilemma-based Learning in the Humanities Integrating social, emotional and thinking skills.

D. Vlachopoulos, A. Makri (2017) The effect of games and simulations on higher education: A systematic literature review. 14(1), 22. https://doi.org/10.1186/s41239-017-0062-1

Δ Κουτσογιάννης (2012) Ο ρόμβος της γλωσσικής εκπαίδευσης. 208-222.

(2023) Πρόγραμμα Σπουδών του μαθήματος της Λογοτεχνίας των Α', Β' και Γ' τάξεων Γυμνασίου. http://www.gazzettaufficiale.gr/el-gov-fek/FEK_694_B_10-02-2023.html

“Emotion or logic?: Utilization of Dilemma and Gamification in the Teaching of 3rd Junior High School Literature

Downloads

Published

2024-12-13

How to Cite

“Emotion or logic?: Utilization of Dilemma and Gamification in the Teaching of 3rd Junior High School Literature. (2024). London Journal of Research In Humanities and Social Sciences, 24(15), 27-33. https://journalspress.uk/index.php/LJRHSS/article/view/1551