Author Identifier

Elizabeth J. Cook: https://orcid.org/0000-0002-8406-4049

Document Type

Journal Article

Publication Title

Journal of Hypermedia & Technology-Enhanced Learning

Publisher

Sagamedia Teknologi Nusantara

School

School of Medical and Health Sciences, Nutrition and Health Innovation Research Institute

Comments

Howard, N.-J., & Cook, E. J. (2025). Educator professional bubjectivities in gamification: Knowing, being and doing. Journal of Hypermedia & Technology-Enhanced Learning, 3(2), 128–143. https://doi.org/10.58536/j-hytel.171

Abstract

Gamification has emerged as a prominent innovation in contemporary education, yet its influence on the enactment of educators’ professional subjectivities remains underexplored. As such, little is known about how online gamification applications like Kahoot shape the dynamic ways educators perceive, understand and enact their professional selves within higher education contexts. Adopting a tripartite framework of knowing (epistemological), being (ontological) and doing (praxiological), this qualitative study employed visual-elicitation interviews and remote observations with ten lecturers at a Middle Eastern college. The analysis revealed three key themes shaping educator subjectivities: creating and sharing quiz content; conforming with institutional culture; and infantilizing students with gamified learning. The findings suggest that Kahoot influenced how these educators perceived and performed their professional roles, enabling them to position themselves as creative content developers and aligned institutional practitioners, while also raising concerns about appropriate pedagogical approaches in tertiary contexts. This study demonstrates how gamification applications may actively shape professional subjectivities in higher education, emphasizing how successful gamification requires careful consideration of both institutional support and educator agency. Moreover, the findings offer important implications for professional development, institutional policy, and the thoughtful integration of gamification across diverse cultural contexts in contemporary higher education.

DOI

10.58536/j-hytel.171

Creative Commons License

Creative Commons Attribution 4.0 License
This work is licensed under a Creative Commons Attribution 4.0 License.

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