Philosophy
The next generation of learners is different. They’re often more comfortable with their laptop screens than textbooks and get to grips with the physical environment by exploring virtual worlds. The VIBE engages with this generation on its own terms.
Included below are a range of relevant research papers which illustrate the value of gaming education.
- Learning in Immersive worlds
This report, authored by Sara de Freitas, scopes out the current use of games for learning in UK HE and post-16 education and has been produced to inform practitioners who are considering using games and simulations in their practice. - Teaching in 3D: Pedagogical Affordances and Constraints of 3D Virtual Worlds
Three-dimensional (3D) virtual worlds are a new technology that holds some promise as constructivist learning environments for distance education. This investigation presents an evaluative case study of the pedagogical implications of using one 3D virtual world. - Games in higher education
This article by Diana Oblinger describes the current generation of learners who have been heavily influenced by information technology. It also explores the potential of learning environments that incorporate games and simulations to create greater engagement - The use of computer and video games for learning
This review by Alice Mitchell and Carol Savill-Smith of the literature about the use of computer and video games for learning will help with the design of learning materials.
