Game-Based Learning
“If games are experiential, active, problem-based and collaborative then they have the potential to be effective environments for learning.” (Whitton 2007, p 1066)*
In this session we’ll debate whether games have a place as part of the teaching and learning activities offered in higher education and the role they might play. Participants will be introduced to some of the design principles that underpin effective games for learning and case studies of how they are already being used. (The session will focus mainly on the use of digital games but colleagues are also invited to draw on their experiences and knowledge of non digital games.)
*Whitton, N. (2007) Motivation and computer game based learning, Proceedings of ICT: Providing Choices for Learners and Learning, Ascilite, Singapore, pp. 1063-1067.
To book a place on this workshop please fill in the form below. Please note you must be signed in to access the booking forms.
Date | Time | Venue | |
Friday 20 January 2017 |
14.00 – 15.30 |
ETS (Teaching Grid, Floor 1 of the Library) | |
Workshop Facilitated by | |||
Emma King, Learning and Development Centre |
Alignment with UKPSF
Activites:
A1: Design and plan learning activites
A2: Teach &/or support learning
A4: Develop effective learning environments
Core Knowledge
K2: Appropriate methods for teaching & learning
K3: How students learn
K4: The use & value of appropriate learning technologies
More info: UK Professional Standards Framework