Wednesday 14 May 2008

Highpoint Symposium Keynote 2: Games, Technology and Learning

Computer games offer a great potential for actively engaging students with learning, but the benefits of learning with games and the student experience of gaming technologies is often misunderstood. In this talk, student perceptions of learning with computer games will be discussed, drawing on issues such as motivation, accessibility and ways in which the student view of computer gaming environments can influence their design.

An inclusive definition of 'game-based learning' will be presented, and the pedagogic rationale for its use in Higher Education discussed. Examples of ways in which computer games can be used to enhance learning and teaching will be presented, looking particularly at the use of alternate reality games to support student induction. Finally, the challenges of computer game-based learning will be highlighted.


Nic Whitton, MMU

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