JADE 6th edition | Page 5

EDITORIAL | 5 EDITORIAL Dr Louise Robinson | University of Derby Programme Leader & Lecturer L oui s e be ga n he r a ca de m i c c a re e r at t h e U n i ve r si t y o f D e r by i n 2012 a nd te a c h e s su b j e c t s p r i ma r i l y re l ate d to M ol e cul a r Bi ol ogy i n c l u d i n g Wi l d l i fe Fo re n si c s a n d P hyl oge ne t i cs . He r te a chi ng re sp o n si b i l i t i e s l i e t h ro u g h o u t t he unde rgra duate progra mme s i n Fo re n si c S c i e n ce, Bi ol ogy, a nd zool ogy a s we l l a s su p e r v i si n g p ro j e c t s o n t h e re l ate d M Re s progra m m e s . Lou ise be cam e a Fe llow of t h e H i g h e r Ed u c ati o n Ac a d e my in 2 013 an d was inv ite d by t h e H E A to h o st a wo r ks h o p o n G a mificat ion afte r pre se n t in g at th e H E A I n s p i re to s u cce e d : Tran sformin g te ach in g an d l e a r n i n g i n STE M co n fe re n ce i n 2015 . Sh e is an advocate of g a m i f i c ati o n w i th i n H E te a c h i n g and h as wit n e sse d t h e b e n e f i ts o f i n tro d u c i n g th e s e me ch an ics in bot h classroom a n d l a b o rato r y s e tti n g s . THE APPLICATION OF GAMES IN HIGHER EDUCATION “There is an interesting similarity between games and education in the way a ‘player’ passes through levels, develops skills and gains achievements”. Gamification, defined as the application of game design elements in nongame contexts (Deterding et al., 2011), is a relatively new venture within higher education but its utility in multiple teaching environments makes it an exciting new avenue for undergraduate teaching. The term ‘serious games’ is applied when gaming is used for an educational purpose in which the acquisition of knowledge is the prime reason for undertaking the game (Michael & Chen, 2005). There is an interesting similarity between games and education in the way a ‘player’ passes through levels, develops skills, and gains achievements as they progress. By simply altering the language used in the educational process, it can be seen that some of the key concepts of games already exist in different forms. For example, it has been said that all games contain goals, rules, and feedback (McGonigal, 2011) and when reading any module specification you will find it to contain learning objectives, assessment, and feedback. Our learning objective outlines what needs to be achieved (our goal) and the assessment sets out the boundaries in which it can be accomplished (the rules). On the path to realising this goal there will be formative feedback for the player/learner to observe their progress (in-game feedback) and summative assessment