The workshop will explore how Game-Based Learning (GBL) and gamification can be embedded in the learning process in Higher Education. The workshop will provide insights from the findings of two research projects which looked at how GBL has been used in the University of Glasgow and Glasgow Caledonian University to develop graduate attributes in groups of students at different stages of their course. Participants will have a chance to explore how games can be used to support student learning and engagement in their classroom. Furthermore, the workshop will explore how educators can effectively embed games in the curriculum and ensure they form a complete part of the learning experience. Challenges and limitation associated with game-ba...
Game-based learning (GBL) has been widely recognised in research, and evidently benefited for learne...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
Game-based learning isn’t just for kids! Video games are increasingly used in higher and further edu...
Game-based learning isn’t just for kids! Video games are increasingly used in higher and further edu...
Gamification focuses on the application of game mechanics and gameful thinking in non-game contexts ...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
In this paper, we will introduce the Game Enhanced learning Model (GEM), which describes a range of ...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
The report will be built on best existing practice in the area of game-based teaching and assessment...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Digital games and gamification strategies maintain players' attention, require them to solve problem...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Over the past few years the application of educational technology in the classroom setting has been ...
Game-based learning (GBL) has been widely recognised in research, and evidently benefited for learne...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
Game-based learning isn’t just for kids! Video games are increasingly used in higher and further edu...
Game-based learning isn’t just for kids! Video games are increasingly used in higher and further edu...
Gamification focuses on the application of game mechanics and gameful thinking in non-game contexts ...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
In this paper, we will introduce the Game Enhanced learning Model (GEM), which describes a range of ...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
The report will be built on best existing practice in the area of game-based teaching and assessment...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
This report explores gamification as a pedagogic approach to engage and motivate students in higher ...
Digital games and gamification strategies maintain players' attention, require them to solve problem...
The ubiquitous presence of technology in classrooms has inspired a shift from traditional classroom ...
Over the past few years the application of educational technology in the classroom setting has been ...
Game-based learning (GBL) has been widely recognised in research, and evidently benefited for learne...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...
This thesis provides an analysis of gaming elements of engagement that influence learning of curricu...