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Research Centre for Technology Enhanced Learning
Computer Games for Teaching and Learning
Computer games are a very popular pastime for with many young, and young-at-heart, people and are increasingly being seen as having potential for teaching and learning. LSDA/LSN have been watching developments with interest and have carried out some research in this area.
Computer games and simulations for adult learning: case studies from practice
The use of computer games and simulations by young people is commonplace. This research report investigates their use by learners aged 16 upwards in a number of different settings, eg in education, science and business, for surgery and for military training. Each game is discussed with reference to the gaming and other available research literature, and with reference to widening participation in learning. The findings of this report will be of interest to teachers and trainers currently using, or hoping to use, computer games and simulations with their learners, and also to managers and policy-makers in the field of adult learning.
The use of computer and video games for learning
To inform the development of learning materials within our mobile learning project m-learning we carried out a review of the literature on the use of computer and video games including their use, and potential use, for teaching and learning.
Further reading
During 2001/02 Ufi commissioned two educational computer-games (Max Trax and Runner) designed to diversify the delivery and the appeal of its courses to the Skills for Life audience. This document is a summary of the findings of research conducted by the Institute of Education on behalf of Ufi Ltd to evaluate how effective these games are in engaging learners' interest and supporting their needs.
For more information about games with non-entertainment goals see: www.socialimpactgames.com/
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