Playful reflective thinking in a HyFlex classroom: using nostalgic games to engage students

Authors

  • Nayiri Keshishi University Of Surrey

DOI:

https://doi.org/10.47408/jldhe.vi22.691

Keywords:

Hyflex classroom, nostalgia, playful learning, reflective thinking, social constructivism, Covid-19

References

Beatty, B. J. (2019) Hybrid-Flexible Course Design. Available at: https://edtechbooks.org/pdfs/mobile/hyflex/_hyflex.pdf (Accessed: 26 May 2021).

Bower, M., Kenney, J., Dalgarno, B., Lee, M.J.W. and Kennedy, G.E. (2014) ‘Patterns and principles for blended synchronous learning: engaging remote and face-to-face learners in rich-media real-time collaborative activities’. Australasian journal of educational technology. 30(3), pp.261–272. Available at: https://doi.org/10.14742/ajet.1697 (Accessed: 22 July 2021).

Columbia University (2021) Hybrid/HyFlex Teaching & Learning. Available at: https://ctl.columbia.edu/resources-and-technology/teaching-with-technology/teaching-online/hyflex/ (Accessed: 25 May 2021).

Gillaspy, E. (2020) Make along live: experimenting with playful learning online. Available at: https://creativehecommunity.wordpress.com/2020/07/28/make-along-live/ (Accessed 24 November 2020).

Meyer, J. and Land, R. (2006) Overcoming barriers to student understanding: threshold concepts and troublesome knowledge. Florence: Routledge.

Nørgård, R.T., Toft-Nielsen, C. and Whitton, N. (2017) ‘Playful learning in higher education: developing a signature pedagogy’. International journal of play. 6(3), pp.272–282. Available at: https://doi.org/10.1080/21594937.2017.1382997 (Accessed: 2 August 2021).

Piaget, J. (1962) Play, dreams, and imitation in childhood. New York: WW Norton.

Picker Wheel (2020) Available at: https://pickerwheel.com/ (Accessed: 24 November 2020).

Rice, L. (2009) ‘Playful learning’. The journal for education in the built environment. 4(2), pp.94–108. Available at: https://doi.org/10.11120/jebe.2009.04020094 (Accessed: 2 August 2021).

Rivera, E.S. and Garden, C.L.P. (2021) ‘Gamification for student engagement: a framework’. Journal of further and higher education. pp.1–14. Available at: https://doi.org/10.1080/0309877X.2021.1875201 (Accessed: 2 August 2021).

Suits, B. (2005) The Grasshopper: games, life and utopia. Toronto: Broadview Press.

Walsh, A. (2015) ‘Playful information literacy: play and information literacy in higher education’. Nordic Journal of Information Literacy in Higher Education. 7(1), pp.80–94. Available at: https://doi.org/10.15845/noril.v7i1.223 (Accessed: 2 August 2021).

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Published

2021-10-14

How to Cite

Keshishi, N. (2021) “Playful reflective thinking in a HyFlex classroom: using nostalgic games to engage students”, Journal of Learning Development in Higher Education, (22). doi: 10.47408/jldhe.vi22.691.