Dr Jamie Pringle j.k.pringle@keele.ac.uk
Current Higher Education students mostly comprise so-called Generation Y who have grown up with personal computer and e-gaming technologies. As such, they may respond positively to educational gaming as stimulating and effective complementary learning tools. This paper reports on evaluation of an environmental geoscience e-game developed with other complementary learning technologies for a final year option module for GEES-subject undergraduate students. The e-game was based on an author-published academic article. Semi-quantitative and qualitative evaluation evidences this was an effective approach and complemented more traditional educational learning methods, with a high level of student engagement, including, unexpectedly, with the academic article.
Publication Date | Mar 1, 2013 |
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Journal | Higher Education Planet |
Print ISSN | 1758-3608 |
Pages | 21 - 28 (7) |
Publisher URL | http://journals.heacademy.ac.uk/journal/plan |
Pringle_script_v3.doc
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