Postgraduate Course: Introduction to digital game-based learning (EDUA11153)
Course Outline
School | Moray House School of Education and Sport |
College | College of Arts, Humanities and Social Sciences |
Credit level (Normal year taken) | SCQF Level 11 (Postgraduate) |
Availability | Available to all students |
SCQF Credits | 20 |
ECTS Credits | 10 |
Summary | This course will introduce participants to the application of digital games and play in educational settings. As this is a developing field, with more potential than current manifestation, an inclusive definition of game-based learning will be used. The course will consider actual and potential application of existing commercial games in educational settings, games that have been specifically created with educational objectives in mind, and a wider array of practices in experiential learning that can broadly be described as game-informed. In parallel with this practical emphasis the course will provide a theoretical context for the relationships between games, play and the psychology of learning.
Students from outwith the Digital Education programme wishing to enrol for this course or take it on a 'class only' basis must liaise directly with the course secretary before enrolling. |
Course description |
The course is based on several threads of activity that run in parallel across the period of the semester.
The reading load, though challenging, is light relative to other courses on the programme, as there is an intention that participants should spend a significant amount of time in game play. Academic study is based around a number of themes relating to games, play and learning, and participants are asked to focus particular attention on only three of these themes, and thus to become expert consultants for their peers.
Interaction and discussion on the course is synchronised by a series of activities, collaborative and competitive, that unfold week by week. Game play can be both individual and collective.
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Entry Requirements (not applicable to Visiting Students)
Pre-requisites |
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Co-requisites | |
Prohibited Combinations | |
Other requirements | None |
Additional Costs | Students will be required to have regular access to a networked computer, and will be responsible for providing their own computing equipment and consumables. Broadband is recommended. |
Information for Visiting Students
Pre-requisites | None |
High Demand Course? |
Yes |
Course Delivery Information
Not being delivered |
Learning Outcomes
On completion of this course, the student will be able to:
- Understand the features, terminology, history and taxonomy of digital games
- Be able critically to evaluate a range of games and game environments through theoretical perspectives, direct experience and immersion
- Be able to evaluate and critically assess the relation between play, games and learning in formal and informal settings
- Be able to design, describe and evaluate your own original approach to game-informed or playful learning in your own educational context.
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Reading List
Indicative content can be found in:
Gee, J. P. (2007). What video games have to teach us about learning and literacy. Basingstoke, Palgrave Macmillan.
Juul, J. (2013). The art of failure : an essay on the pain of playing video games. Cambridge, Mass., MIT Press.
McGonigal, J. (2011). Reality is broken : why games make us better and how they can change the world. New York, Penguin Press. |
Additional Information
Course URL |
https://www.digital.education.ed.ac.uk |
Graduate Attributes and Skills |
Not entered |
Additional Class Delivery Information |
The course is delivered flexibly and online. |
Keywords | digital education,games-based learning,play |
Contacts
Course organiser | Ms Clara O'Shea
Tel: (0131 6)51 6116
Email: clara.oshea@ed.ac.uk |
Course secretary | Ms Shannon Payne
Tel: (0131 6)51 1196
Email: spayne2@exseed.ed.ac.uk |
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