The Electronic Journal of e-Learning provides perspectives on topics relevant to the study, implementation and management of e-Learning initiatives
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Journal Article

Digital Games and the Hero's Journey in Management Workshops and Tertiary Education  pp3-15

Carsten Busch, Florian Conrad, Martin Steinicke

© Feb 2013 Volume 11 Issue 1, ECGBL, Editor: Patrick Felicia, pp1 - 79

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Joseph Campbell's Monomyth not only provides a well‑proven pattern for successful storytelling, it may also help to guide teams and team leaders through the challenges of change and innovation processes. In project "HELD: Innovationsdramaturgie nach dem Heldenprinzip" researchers of the University of the Arts Berlin and the Berlin Gameslab, part of the University of Applied Sciences HTW‑Berlin, team up to examine the applicability of the Hero's Journey to change management using an adaptation of Campbell's pattern called „Heldenprinzip®“. The project's goal is not to teach the stages of the Monomyth as mere facts but to enable participants of training courses and interventions to actually experience its concepts using a portfolio of creative and aesthetic methods. While a pool of aesthetic methods ‑ like drawing, performing or role‑playing ‑ is already being used, the Gameslab subproject qualitatively researches the potentials for enriching and complementing these methods with interactive digital media and games. This paper discusses three types of game based learning treatments to be used in training and intervention sessions as well as teaching the Monomyth in a game based learning university course. The first option is providing participants with a game that follows the Hero's Journey and inducing them to reflect on the experience and its relation to the learning goal. An alternative strategy is to make participants go through a game sequence broaching issues that are relevant for a stage or the journey of change in general. Last but not least, digital equivalents of the non‑digital aesthetic methods can be constructed using digital games or digitally enhanced set‑ups for playful interactions. All three treatments have their merits and pitfalls, which are discussed in relation to the identified game‑based learning scenarios: self‑study, blended game‑based learning and face‑to‑face sessions. Furthermore, these scenarios are compared while specific techniques boundary conditions are highlighted.


Keywords: blended game-based learning, physically interactive digital games, hero's journey, innovation and change management training, teaching game-based learning


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Journal Article

The Flipped Classroom, Disruptive Pedagogies, Enabling Technologies and Wicked Problems: Responding to the Bomb in the Basement  pp106-119

Maggie Hutchings, Anne Quinney

© Feb 2015 Volume 13 Issue 2, ICEL2014, Editor: Paul Griffiths, pp57 - 148

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Abstract: The adoption of enabling technologies by universities provides unprecedented opportunities for flipping the classroom to achieve student‑centred learning. While higher education policies focus on placing students at the heart of the education pr ocess, the propensity for student identities to shift from partners in learning to consumers of education provides challenges for negotiating the learning experience. Higher education institutions (HEIs) are grappling with the disruptive potential of te chnology‑enabled solutions to enhance education provision in cost‑effective ways without placing the student experience at risk. These challenges impact on both academics and their institutions demanding agility and resilience as crucial capabilities for universities endeavouring to keep up with the pace of change, role transitions, and pedagogical imperatives for student‑centred learning. The paper explores strategies for effective change management which can minimise risk factors in adopting the disrupt ive pedagogies and enabling technologies associated with â flipping the classroom⠒ for transformative learning. It recognises the significance of individual, cultural and strategic shifts as prerequisites and processes for generating and sustaining cha nge. The analysis is informed by the development of a collaborative lifeworld‑led, transprofessional curriculum for health and social work disciplines, which harnesses technology to connect learners to humanising practices and evidence based approaches. R ich data from student questionnaires and staff focus groups is drawn on to highlight individual and organisational benefits and barriers, including student reactions to new and challenging ways of learning; cultural resistance recognised in staff sceptici sm and uncertainty; and organisational resistance, recognised in lack of timely and responsive provision of technical infrastructure and support. Intersections between research orientations, education strategies and technology affordances will be explored as triggers for transformation in a â triple


Keywords: Keywords: Transformative learning, change management, flipped classroom, technology-enabled learning, role transitions, organizational change


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Journal Issue

Volume 11 Issue 1, ECGBL / Feb 2013  pp1‑79

Editor: Patrick Felicia

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Special ECGBL 2012 issue of EJEL


The papers in this special issue of The Electronic Journal of eLearning have been selected from the papers presented at The 6th European Conference on Games Based Learning, Cork, Ireland 4‑5th October 2012.


This special issue has been edited by Patrick Felicia, Waterford Institute of Technology, Ireland.




Keywords: blended game-based learning, physically interactive digital games, hero's journey, innovation and change management training, teaching game-based learning, citizenship education, game-based learning, dialogic pedagogy, new media, learning outcomes, social media technology, social business gaming, digital game-based learning (DGBL), information systems (IS), information systems security (ISS) and student assessment and learning, language learning, game-based learning, design for preschool learning, expertise-reversal effect, redundancy effect, fading, adaptable, serious game, fine-tuning system, problem-based learning, scaffolding, ZPD, peer-tutoring, game technology model, platform independent game technology model, serious games engineering, model driven engineering, games based learning, model driven serious games development


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