Much has been written about the theoretical potential of digital games to transform teaching and learning and to offer new forms of digital assessment; yet the education system in the United Kingdom (UK) is arguably still focused exclusively on the assessment and reward of individual effort and achievement. This can be at odds with the requirements of twenty-first century working environments and in the requirements for developing the personal employability characteristics of students. Engaging students in authentic collaborative project work that requires sophisticated and coordinated communication can present real challenges. Employers are increasingly demanding as prerequisite that graduates have highly developed communication ...
Abstract: Games are no longer just for fun; they offer potentially powerful learning environments. T...
While there is a great deal of theoretical support to back the use of video games in education, howe...
In spite of vast efforts to adopt available information technology in higher education teaching and ...
Much has been written about the theoretical potential of digital games to transform teaching and le...
Much has been written about the theoretical potential of digital games to transform teaching and lea...
: Much has been written about the theoretical potential of digital games to transform teaching and ...
Research has shown that gamers are motivated and engaged when playing games, however the design and ...
Background: This exploratory study engaged teams of elementary and middle school students in the col...
Digital game studies and design have rapidly become popular teaching areas in the United Kingdom. Th...
‘Games-based techniques and collaborative learning between arts students in higher education’ This...
In this paper, we will present findings from the first twelve months of a research and development p...
This paper explores how media education principles can be extended to digital games, and whether the...
This thesis describes the development, implementation and evaluation of a model of game education, h...
This paper provides a critical analysis on the rationale behind the utilisation of educational techn...
Analogue games have been increasingly studied through the lens of media and cultural studies namely ...
Abstract: Games are no longer just for fun; they offer potentially powerful learning environments. T...
While there is a great deal of theoretical support to back the use of video games in education, howe...
In spite of vast efforts to adopt available information technology in higher education teaching and ...
Much has been written about the theoretical potential of digital games to transform teaching and le...
Much has been written about the theoretical potential of digital games to transform teaching and lea...
: Much has been written about the theoretical potential of digital games to transform teaching and ...
Research has shown that gamers are motivated and engaged when playing games, however the design and ...
Background: This exploratory study engaged teams of elementary and middle school students in the col...
Digital game studies and design have rapidly become popular teaching areas in the United Kingdom. Th...
‘Games-based techniques and collaborative learning between arts students in higher education’ This...
In this paper, we will present findings from the first twelve months of a research and development p...
This paper explores how media education principles can be extended to digital games, and whether the...
This thesis describes the development, implementation and evaluation of a model of game education, h...
This paper provides a critical analysis on the rationale behind the utilisation of educational techn...
Analogue games have been increasingly studied through the lens of media and cultural studies namely ...
Abstract: Games are no longer just for fun; they offer potentially powerful learning environments. T...
While there is a great deal of theoretical support to back the use of video games in education, howe...
In spite of vast efforts to adopt available information technology in higher education teaching and ...