JADE 6th edition | Page 7

EDITORIAL | 7 THE APPLICATION OF GAMES IN HIGHER EDUCATION game to function whilst maintaining the interest of the player are referred to as play mechanics but equally as important are the interaction of the players (dynamics), and their emotional state (Robson et al., 2015). By using a few of these play mechanics it is possible to ‘gamify’ a session, in which the material being taught is the same but the way it is presented or tested is in game form; this is known as Game Enhanced Learning (GEL). It may be unfair to apply games in assessment which determines summative grades but the learning process itself is well suited to this dynamic by allowing the student to engage with stimulating activities, visually track their progress, and become more confident with the material they are learning. This approach encourages creativity in the academic and depending on the individual, they may create and implement entirely new ideas or simply use facilities such as Quizlet in order to begin to introduce gamification within their teaching. Understanding the key criteria of games can help promote GEL sessions and therefore in order to use games to teach, first we must learn what games can teach us. References Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, 9-15. Dichev, C., Dicheva, D., Angelova, G., & Agre, G. (2014). From gamification to gameful design and gameful experience in learning. Cybernetics and Information Technologies, 14(4), 80-100. Hannify, B. (2012). Historical Adventures: Newcomer Teacher Invents Educational Role-Playing Game. Available at: http://www. technapex.com/2012/07/historical-adventures-newcomer-teacherinvents-educational-role-playing-game/ McGonigal, J. (2011). Reality is Broken. London: Vintage Michael, D. R., & Chen, S. L. (2005).  Serious games: Games that educate, train, and inform. Boston: Course Technology. Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2015). Is it all a game? Understanding the principles of gamification. Business Horizons, 58(4), 411-420.