Tag Archives: gamification

The Learning Technologies and Spaces Roadmap, 2017-2020

In late 2015 Professor Sherman Young launched the Learning and Teaching Strategic Framework, Learning for the Future. Point 1.3.1 of Learning for the Future calls for the creation of a “roadmap for the development of spaces and technologies”.

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Serious Games in Business – work integrated learning

serious games 1 serious games 2Serious Games in Business — designing blended spaces to maximise student learning through work integrated learning and PACE

Work Integrated Learning (WIL) is a term used to describe an activity or program that integrates academic learning with its application in the workplace. The practice may be real, simulated or a combination of both, and can occur in the workplace, on campus at university, online or face-to-face.

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Scissors, Paper, Rocks: Gamification in Earth Sciences

 Just this week, Minecraft was purchased by Microsoft for $2.5 billion, a fitting symbol of the games industry’s massive reach and appeal. It’s fair to say that gaming has long since left the basement and entered into the mainstream.

From the mainstream then to more literal streams, Dr Kira Westaway and Dr Paul Hesse have developed a project that taps into the broad appeal of gaming, in an effort to enhance the teaching of some traditionally difficult concepts in earth sciences. Two games, ‘Flow Your Boat’ and ‘Create Your Own Ice Age’, use a simple, variables-based system to demonstrate complex scientific principles in action.

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