Analysing perceptions of online games-based learning: case study of the University of Northampton

Activity: Academic Talks or PresentationsConference Presentation

Description

Abstract— Games-based learning aims to enhance students’ engagement with and enjoyment of learning opportunities using games-related principles to create a fun yet productive learning environment. Motivating students to learn in an online setting can be particularly challenging, so a cross-Faculty synchronous online session provided students with the opportunity to engage with ‘GAMING’: an interactive, flexible and scalable e-resource for students to work synchronously in groups to complete a series of online activities designed to enhance their skills of leadership, collaboration and negotiation. Online Survey Results: 70% of respondents had a positive learning experience, with 74% finding ‘GAMING’ to be an innovative and engaging e-resource which motivated their group to learn.
Period28 Jul 2022
Event titleInternational Conference on Quality in Higher Education 2022: International Research Conference
Event typeConference
LocationLondon, United KingdomShow on map
Degree of RecognitionInternational

Keywords

  • collaboration
  • games-based learning
  • groupwork
  • synchronous online learning
  • teamwork