Abstract
[Extract]
If you search the term “Quitch,” Google will recommend, “did you mean Quidditch?” The reference is seemingly appropriate to the game in the wizardry world, and in this paper we will reflect on the magical powers of the EdTech Quitch™ gamification app on student learning and creating a sense of community during the remote learning period of COVID-19. Judd and colleagues (2020) in their Campus Morning Mail article shared that “we have a responsibility to students to address their changing needs” and highlighted strategies of co-creation to transform the online student learning experience during COVID-19. The aforementioned authors challenged that if a central goal of higher education is to develop engaged, educated, and informed citizens, shouldn’t we engage with students as such? As the old adage goes, “nothing about us, without us.”
If you search the term “Quitch,” Google will recommend, “did you mean Quidditch?” The reference is seemingly appropriate to the game in the wizardry world, and in this paper we will reflect on the magical powers of the EdTech Quitch™ gamification app on student learning and creating a sense of community during the remote learning period of COVID-19. Judd and colleagues (2020) in their Campus Morning Mail article shared that “we have a responsibility to students to address their changing needs” and highlighted strategies of co-creation to transform the online student learning experience during COVID-19. The aforementioned authors challenged that if a central goal of higher education is to develop engaged, educated, and informed citizens, shouldn’t we engage with students as such? As the old adage goes, “nothing about us, without us.”
Original language | English |
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Pages (from-to) | 212-220 |
Journal | International Journal for Students as Partners |
Volume | 5 |
Issue number | 2 |
DOIs | |
Publication status | Published - 17 Nov 2021 |