Abstract
Simulations and games are being used across a variety of subject areas as a means to provide insight into real world situations within a classroom setting; they offer many of the benefits of real world learning but without some of the associated risks and costs. Lean, Moizer, Derham, Strachan and Bhuiyan aim to evaluate the role of simulations and games in real world learning. The nature of simulations and games is discussed with reference to a variety of examples in Higher Education. Their role in real world learning is evaluated with reference to the benefits and challenges of their use for teaching and learning in Higher Education. Three case studies from diverse subject contexts are reported to illustrate the use of simulations and games and some of the associated issues.
| Original language | English |
|---|---|
| Title of host publication | Applied Pedagogies for Higher Education |
| Subtitle of host publication | Real World Learning and Innovation across the Curriculum |
| Publisher | Palgrave Macmillan |
| Pages | 187-214 |
| Number of pages | 27 |
| ISBN (Electronic) | 9783030469511 |
| ISBN (Print) | 9783030469504 |
| DOIs | |
| Publication status | Published - 5 Nov 2020 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 4 Quality Education
ASJC Scopus subject areas
- General Social Sciences
Keywords
- Education
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