Aston brings its A-GamE
Aston Business School is leading the way in promoting innovative teaching practices in higher education by launching the first ever learning and teaching centre for excellence in gameification.
A-GamE (Aston Games in Education), which launched in November 2018, shares best practice in the use of games, experiments and simulations in teaching.
Promoting teaching excellence through gamification
The initiative draws on the pioneering use of gamification across our programmes as well as our reputation for teaching excellence. It has been designed to encourage academics, both nationally and internationally, to adopt these innovative and engaging teaching methods to enhance learning experiences.
A-GamE involves a series of events, workshops and conferences. Each term a member of our academic faculty presents how they use games, simulations or experiments in their teaching. This enables colleagues to gain inspiration and appreciate the broad range of ways gamification can be incorporated into teaching practices. Our academic staff also showcase a series of unique games, simulations or experiments which they have designed and built themselves.
Aston Business School will also host A-GamE events and conferences to profile the latest innovations in gameification in higher education.
Gameification in Aston
Aston Business School is consistently recognised as being at the forefront of teaching excellence. Our pioneering use of gameification and the in-house development of games, experiments and simulations has played a key role in establishing this reputation. Here’s just a few examples of how our world-class teaching faculty have developed games, simulations or experiments for use in their teaching:
Count FEFE: Developed by Matt Davies, Senior Teaching Fellow, Count FEFE is a vampire-themed mobile game to make learning accounting skills more fun for business students and budding entrepreneurs.
The Rail Disruption Game: Working with Chiltern Railways, Professor Ben Clegg developed a learning solution to inspire, motivate and empower staff to provide exceptional service to customers. Since adopting this gamified approach, there has been significant benefits for the company's operations.
A Market Game: Developed by Maria Kozlovskaya and Jon Guest this game is a very effective way of introducing students to some fundamental economic ideas.
Tragedy of the Commons: The Tragedy of the Commons game is used in a module on Corporate Social Responsibility. In the game the students play the role of fishermen deciding how much fish to harvest out of a joint pool. The game is played over several rounds. If the total harvest exceeds the sustainable limit, the remaining population of fish is not enough to reproduce and replenish the pool for the next round. The game highlights the long-running benefits of sustainable business and enables students to experience them first hand.
Empowering academics, students and businesses
Through championing gamification, Aston Business School is enabling students, businesses and academics to benefit.
Gameification allows for an interactive, applied learning experience for students. By tackling practical challenges and gaining first-hand experience of complex decision-making in a safe environment, students profit from a richer, more rewarding learning experience.
Through demonstrating best practice in gameification, we hope to empower academics and give them the confidence to utilise these powerful teaching resources and continually improve teaching standards.
Organisations are also benefiting from the use of games, simulations and experiments in the workplace. Gameification is helping to enhance productivity and operational performance as well as assisting in the training and development of staff.
Thanks to A-GamE, gamification will have an increasingly positive influence on student experience, teaching practices and businesses performance.