Final published version
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Research output: Contribution to Journal/Magazine › Journal article › peer-review
Research output: Contribution to Journal/Magazine › Journal article › peer-review
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TY - JOUR
T1 - Lecturer professional identities in gamification
T2 - a socio-material perspective
AU - Howard, Natalie-Jane
PY - 2023/7/31
Y1 - 2023/7/31
N2 - Online gamification is an innovative educational practice, yet little is known about how the socio-material imbrications entailed in this pedagogical approach influence educator professional identities. Adopting a social-material sensibility to examine lecturer professional identities, this qualitative study mobilises visual-elicitation interviews and observations to understand the nuanced lecturer identity positions emanating from Kahoot! gamified practice in a Middle East college. Following a socio-material narrative analysis, the imbrication of people and Kahoot! reveals four distinct identity positionings underpinned by the material affordances and constraints of gamification. This study contributes to the growing body of research into how subject positions are manifested through the imbrications of human actors and materiality, revealing that the enactment of Kahoot! is not a neutral process, but one which may have transformative effects for lecturer professional identities in the higher education gamification context.
AB - Online gamification is an innovative educational practice, yet little is known about how the socio-material imbrications entailed in this pedagogical approach influence educator professional identities. Adopting a social-material sensibility to examine lecturer professional identities, this qualitative study mobilises visual-elicitation interviews and observations to understand the nuanced lecturer identity positions emanating from Kahoot! gamified practice in a Middle East college. Following a socio-material narrative analysis, the imbrication of people and Kahoot! reveals four distinct identity positionings underpinned by the material affordances and constraints of gamification. This study contributes to the growing body of research into how subject positions are manifested through the imbrications of human actors and materiality, revealing that the enactment of Kahoot! is not a neutral process, but one which may have transformative effects for lecturer professional identities in the higher education gamification context.
KW - Gamification
KW - identity
KW - higher education
KW - socio-material
KW - imbrication
KW - Kahoot!
U2 - 10.1080/17439884.2022.2086569
DO - 10.1080/17439884.2022.2086569
M3 - Journal article
VL - 48
SP - 476
EP - 492
JO - Learning, Media and Technology
JF - Learning, Media and Technology
SN - 1743-9884
IS - 3
ER -