Intro: The technologies behind video games have been applied to a range of sectors. The playful nature of games combined with their intractability and aesthetic quality make them highly engaging. As such, serious games, and general gamification of content and process have become popular tools in many sectors. However, more recently people have been looking at applying the technologies of games more broadly to address challenges. Hosting conference calls in online role-playing games, or used building/sandbox games to teach basic mechanics. In many cases other (non games-based) software exists to tackle these issues, but occasionally the games platform provides additional benefits ranging from reliability to accessibility. In this LTHEChat we will discuss what, if any role Games-based technologies have to play in Higher Education.
Chris Headleand is an Associate Professor and the Director of Teaching and learning in the School of Computer Science at the University of Lincoln. His research interests include Virtual Reality, Artificial Intelligence, and Student Engagement, with a specific focus on to gaming applications and platforms. He graduated in 2009 with a degree in Design Education, a MSc in Computer Systems, a PGCHE, and a PhD in Computer Science from Bangor University. Beyond his Higher Education experience he has teaching experience, in the secondary and further education sectors, and he currently acts as a Governor for the Lincoln UTC. Chris has been exploring the use of video games in educational, and student engagement initiatives for 6 years.
See the Wakelet for this chat: https://wke.lt/w/s/xnMbwc
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