
Game Me! What Pre-Service Teachers Should Know About Gaming and Gamification
PROCEEDINGS
Lorraine Beaudin, University of Lethbridge, Canada
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Kona, Hawaii, United States Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA
Abstract
In the last several years, educators have seen an increased awareness and interest in using gaming in the classroom. This paper provides a brief overview of some of the benefits of gaming and gamification and argues that exposing pre-service teachers to these benefits is a first step in bringing gaming closer to classrooms around the world. If gaming is to positively impact student learning, educators must become interested and willing to participate in, not only the use of games and gamification in their classrooms, but also their future students’ creation and designing of games.
Citation
Beaudin, L. (2015). Game Me! What Pre-Service Teachers Should Know About Gaming and Gamification. In Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 1218-1221). Kona, Hawaii, United States: Association for the Advancement of Computing in Education (AACE). Retrieved December 13, 2019 from https://www.learntechlib.org/primary/p/152152/.
© 2015 Association for the Advancement of Computing in Education (AACE)
Keywords
References
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Digital Games and Student Learning
Lorraine Beaudin & Tessa Sivak, University of Lethbridge, Canada
Society for Information Technology & Teacher Education International Conference 2017 (Mar 05, 2017) pp. 1443–1447
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Slides
- presentation_3069_47703.pptx (Access with Subscription)