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 language | English |
|---|---|
| Title of host publication | How to Use Digital Learning with Confidence and Creativity |
| Editors | Gearóid Ó Súilleabháin, Donna Lanclos, Tom Farrelly |
| Place of Publication | Cheltenham, United Kingdom |
| Publisher | Edward Elgar |
| Chapter | 17 |
| Pages | 141–148 |
| Number of pages | 8 |
| Edition | 1st |
| ISBN (Electronic) | 9781035311293 |
| ISBN (Print) | 9781035311286 |
| DOIs | |
| Publication status | Published - 18 Jun 2024 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 4 Quality Education
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SDG 10 Reduced Inequalities
Keywords
- Digital play
- Flow
- Game design
- Game-based learning
- Gamification
- Motivation
- Serious games
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