Gamification in education practices | Cognitive | Performative | Normative |
Seminars | The exploratory and dialog-based nature of seminars require active (and not passive) students | Students perform critical reflections via readings and dialogue; teacher act as facilitator | The interactive and exploratory nature is perceived as good teaching and learning practice by the students |
Learning with cases | Its exploratory and story-based nature require students to confront multiple perspectives and pathways associated with a real-world challenge | Students perform critical reflections via readings and dialogue; teacher ac as facilitator | The interactive and exploratory nature is perceived as good teaching and learning practice by the students |
External lectures | Students are exposed to stories rooted in various disciplines from different contexts | Students are encourage to engage in dialogue with external lectures; teacher becomes largely passive | External lectures are perceived as good education practice by the students |
Group project | Students take responsibility for their own learning by conducting an investigation | Students perform an investigation; teacher, including students, support and facilitate progress of the investigation | Conducting an (empirical) investigation is perceived as good education practice by the students |