Educational Gaming

Educational Technologies

Educational Gaming

Computer Science Education

Concept Development

Serious Play

Secondary Worlds

Teaching Simulation


Serious Play


Investigation into how learning, curriculum, pedagogy, and assessment changes when digital games are introduced into the K12 learning environment. Investigating student out-of-school experience of games and games-based learning to support literacy, creativity and disciplinary learning through the use of commercial and ‘educational’ (serious) games.






Secondary Worlds


Computer Games as contexts to supporting fandom secondary world generation as an educational technology.






Teaching Simulation


SimSchool use in improving Initial Teacher Education (ITE) practicum (WIL) experiences