Technology in the Classroom: Game Based Learning Platforms and Student Engagement

This session took place as part of the 2020 Conference. The presenters were Ellen Spender, Lesley Davies.

Abstract:

In 30 years, technology has advanced at an exponential rate, from a time when students and lecturers were mainly reliant on text books and passive attendance at lectures to gain knowledge. Today, can we view passive attendance at classes in the same way?
The aim of this session is to explore the use of technology in curriculum design as a creative and innovative learning method. We will share our experience and good practice with colleagues so that delegates may implement the findings/initiatives in their own practice.

Gaming is increasingly part of everyday life and has become hugely popular. One of the reasons being that mobile platforms, in terms of games, are available on smartphones, and as such, are portable and can be carried around. Including that technology and portability in the classroom seems a natural inclusion in the teacher-learner relationship and Game-Based learning has become increasingly used in teaching in recent years. Research has found that one of the positive effects is increasing engagement.

You can access the recording of this session at this link here:

Technology in the Classroom: Game Based Learning Platforms and Student Engagement (UoY Panopto log-in required)

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