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Educational environmental geoscience e-gaming to provide stimulating and effective learning

Pringle

Authors



Abstract

Current Higher Education students mostly comprise so-called Generation Y who have grown up with personal computer and e-gaming technologies. As such, they may respond positively to educational gaming as stimulating and effective complementary learning tools. This paper reports on evaluation of an environmental geoscience e-game developed with other complementary learning technologies for a final year option module for GEES-subject undergraduate students. The e-game was based on an author-published academic article. Semi-quantitative and qualitative evaluation evidences this was an effective approach and complemented more traditional educational learning methods, with a high level of student engagement, including, unexpectedly, with the academic article.

Journal Article Type Article
Online Publication Date Dec 15, 2015
Publication Date Mar 1, 2013
Publicly Available Date Mar 29, 2024
Journal Planet (AKA Higher Education Pedagogies)
Print ISSN 1473-1835
Publisher Taylor and Francis
Peer Reviewed Peer Reviewed
Volume 27
Issue 1
Pages 21 - 28 (7)
DOI https://doi.org/10.11120/plan.2013.27010021
Publisher URL http://journals.heacademy.ac.uk/journal/plan