Educational Gaming
Serious Play
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
Secondary Worlds
Computer Games as contexts to supporting fandom secondary world generation as an educational technology.
Teaching Simulation
Teaching Simulation