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Digital play and learning

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

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Abstract

The use and acceptability of digital play in higher education has been growing over the past 50 years, from role play and business simulations to digital game-based learning, serious games, and post-digital play. Play takes place in a ‘magic circle’ where the rules of engagement are different from the real world, which allows for the exploration of new possibilities without consequences outside the safe environment of play. The magic circle can support learning in higher education in three ways: first, by providing a space for the development of inclusive learning communities; second, by providing safe environments in which students can learn from their mistakes; and third, by fostering intrinsic motivation and engagement. Despite its pedagogic benefits, play can have its limitations and it is important to ensure that is acceptable, inclusive, and accessible to all learners.
Original languageEnglish
Title of host publicationHow to Use Digital Learning with Confidence and Creativity
EditorsGearóid Ó Súilleabháin, Donna Lanclos, Tom Farrelly
Place of PublicationCheltenham, United Kingdom
PublisherEdward Elgar
Chapter17
Pages141–148
Number of pages8
Edition1st
ISBN (Electronic)9781035311293
ISBN (Print)9781035311286
DOIs
Publication statusPublished - 18 Jun 2024

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education
  2. SDG 10 - Reduced Inequalities
    SDG 10 Reduced Inequalities

Keywords

  • Digital play
  • Flow
  • Game design
  • Game-based learning
  • Gamification
  • Motivation
  • Serious games

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