Play2Learn: A Case of Game Based Learning Approach in ICT education

This study has utilised a game-based learning (GBL) approach using a case Play2Learn to engage students and enhance their programming skills sets. The paper gives a detailed narrative of how educational games were first mapped with the curriculum of a programming course, and then two separate studen...

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Bibliographic Details
Main Authors: Christian, Shelly (Author), Mathrani, Anuradha (Author)
Format: Others
Published: ACIS, 2014-12-04T01:20:16Z.
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Online Access:Get fulltext
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042 |a dc 
100 1 0 |a Christian, Shelly  |e author 
700 1 0 |a Mathrani, Anuradha  |e author 
245 0 0 |a Play2Learn: A Case of Game Based Learning Approach in ICT education 
260 |b ACIS,   |c 2014-12-04T01:20:16Z. 
500 |a Proceedings of the 25th Australasian Conference on Information Systems, 8th - 10th December, Auckland, New Zealand 
500 |a 978-1-927184-26-4 
520 |a This study has utilised a game-based learning (GBL) approach using a case Play2Learn to engage students and enhance their programming skills sets. The paper gives a detailed narrative of how educational games were first mapped with the curriculum of a programming course, and then two separate student cohorts pursuing an introductory ICT course were invited to participate in the GBL experiment. One student cohort had not yet started the programming module, while the second student cohort had recently completed the introductory module on programming. Findings reveal that educational games add to the fun element in learning, with students rating the game as an effective way to learn programming. The study contributes to the use of gaming elements for ongoing development of innovative pedagogies in teaching and learning. 
540 |a OpenAccess 
655 7 |a Conference Contribution 
856 |z Get fulltext  |u http://hdl.handle.net/10292/8136