Digital play and learning
Nicola Whitton
Chapter 17 in How to Use Digital Learning with Confidence and Creativity, 2024, pp 141-148 from Edward Elgar Publishing
Abstract:
The use and acceptability of digital play in higher education has been growing over the past 50 years, from role play and business simulations to digital game-based learning, serious games, and post-digital play. Play takes place in a ‘magic circle’ where the rules of engagement are different from the real world, which allows for the exploration of new possibilities without consequences outside the safe environment of play. The magic circle can support learning in higher education in three ways: first, by providing a space for the development of inclusive learning communities; second, by providing safe environments in which students can learn from their mistakes; and third, by fostering intrinsic motivation and engagement. Despite its pedagogic benefits, play can have its limitations and it is important to ensure that is acceptable, inclusive, and accessible to all learners.
Keywords: Business and Management; Economics and Finance; Education; Innovations and Technology; Teaching Methods (search for similar items in EconPapers)
Date: 2024
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