Learning and teaching with computer games in higher education

Nicola Whitton*

*Corresponding author for this work

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

20 Citations (Scopus)

Abstract

This chapter examines the rationale for the use of computer games in learning, teaching, and assessment in Higher Education. It considers their pedagogic potential in respect to a number of theories of learning, as well as some of the practical issues associated with using computer games in real teaching situations, both face-to-face and online. The first part of the chapter focuses on the theory underpinning the use of computer game-based learning with HE students, examining motivation and engagement, constructivism, collaborative and problem-based learning. The second part of this chapter considers the practical issues of using computer games in actual teaching contexts and presents twelve principles for the design and evaluation of computer games to support learning.

Original languageEnglish
Title of host publicationGames-Based Learning Advancements for Multi-Sensory Human Computer Interfaces
Subtitle of host publicationTechniques and Effective Practices
PublisherIGI Global
Pages18-33
Number of pages16
ISBN (Print)9781605663609
DOIs
Publication statusPublished - 2009
Externally publishedYes

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