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”.
How do you go from being a gamification sceptic to having to call a student ‘Ramses Niblick the Third Kerplunk Kerplunk, Oops Where’s My Thribble’ as part of a class game you’ve designed? Oh, and winning a $50,000 Optus Future Makers prize? You tell us, Dr Rowan Tulloch…
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.
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.