Games in Higher Education



Dyer, Ronald ORCID: 0000-0002-0030-7542
(2014) Games in Higher Education. In: New Pedagogical Approaches in Game Enhanced Learning: Curriculum Integration. IGI Global, 33-.

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Abstract

In an age of technological tools ranging from social media to virtual environments higher education institutions need to re-examine the context of their content delivery, creating an opportunity for more realistic learning methodologies across the education spectrum more closely aligned with expectations from the world of work. Today’s learners consists of a cadre of individuals aptly described as “digital natives” (Prensky 2001) whose proclivity for technology adoption is natural as most grew up with access to computing technology and have directly experienced it’s evolutionary path. As such higher education professionals are now challenged to specifically treat with a generation who perceive technology as a natural extension of their daily lives, recognizing that traditional approaches inclusive of e-learning are no longer sufficient to engage their student population.

Item Type: Book Section
Subjects: ?? L1 ??
Depositing User: Symplectic Admin
Date Deposited: 21 Oct 2015 09:47
Last Modified: 17 Dec 2022 01:30
URI: https://livrepository.liverpool.ac.uk/id/eprint/2032784