play

TikTok as a learning environment: Collaboration

Though TikTok is mostly know for catchy songs and dancing, in this series of blog posts, I want to look at TikTok as a learning environment. This should not be misunderstood as an argument that TikTok is always and in every instance a learning environment. Instead I’m using a lens of learning and development to look at TikTok and how this digital platform might shape learning and behaviour.

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Girls and Gamification

While both boys and girls play (digital) games, gaming as a hardcore leisure activity is often seen as something boyish. In fact, some studies point out that boys play more frequently and for longer periods of time. There also appears to be a gender difference in taste, as boys seem to have a preference for…

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Gamifying student behaviour

Gamification is commonly defined as the use of game-design elements in non-game contexts. Game design elements include, but are not restricted to, achievements, badges, timers, avatars, but also something like narration (a story). Therefore, gamification includes a wide range of activities and applications, from quiz software like Kahoot to classroom management tools like ClassDojo and…

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Kahoot at school

Kahoot: classroom carnival

Most teachers will probably have used (or at least: heard of) Kahoot, the digital quiz application that can be accessed by students using their smartphones. Kahoot is frequently used to kill the remainder of class-time while all at the same time doing something that is both ‘useful’ and ‘fun’. Kahoot is an interesting phenomenon. On…

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