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Innovations in learning and teaching approaches using game technologies - can "The Movies" teach how to make a movie?

Innovations in learning and teaching approaches using game technologies - can "The Movies" teach how to make a movie?

Flynn, Ryan and Newbutt, Nigel (2006) Innovations in learning and teaching approaches using game technologies - can "The Movies" teach how to make a movie? ITALICS: Innovation in Teaching and Learning in Information and Computer Sciences, 5 (3). ISSN 1473-7507 (doi:10.11120/ital.2006.05030002)

Full text not available from this repository.

Abstract

The use of games technology in education is not a new phenomenon. Even back in the days of 286 processors, PCs were used in some schools along with (what looks like now) primitive simulation software to teach a range of different skills and techniques – from basic programming using Logo (the turtle style car with a pen at the back that could be used to draw on the floor – always a good way of attracting
the attention of school kids!) up to quite sophisticated replications of physical problems, such as working out the trajectory of a missile to blow up an enemies’ tank. So why are games not more widely used in education (especially in FE and HE)? Can they help to support learners even at this advanced stage in their education?
We aim to provide in this article an overview of the use of game technologies in education (almost as a small literature review for interested parties) and then go more in depth into one particular example we aim to introduce from this coming academic year (Sept. 2006) to help with teaching and assessment of one area of our Multimedia curriculum. Of course, we will not be able to fully provide the reader with data on how successful this is but we will be running a blog (http://themoviesineducation.blogspot.com/) to keep interested parties up to date with the progress of the project and to hopefully help others to set up similar solutions themselves. We will also only consider a small element of the implementation here and cover how the use of such assessment processes could be used in a broader context.
The use of a game to aid learning and improve achievement is suggested because traditional methods of engagement are currently failing on some levels. By this it is meant that various parts of the production process we normally cover in our Multimedia degree are becoming difficult to monitor and continually assess.

Item Type: Article
Additional Information: [1] Innovation in Teaching and Learning in Information and Computer Sciences, Volume 5, Issue 3, October 2006 - Special issue on learning with games.
Uncontrolled Keywords: innovation, movies, learning, teaching, game technologies
Subjects: L Education > L Education (General)
Pre-2014 Departments: School of Computing & Mathematical Sciences
School of Computing & Mathematical Sciences > Department of Information Systems & Digital Media
School of Computing & Mathematical Sciences > eCentre
Related URLs:
Last Modified: 14 Oct 2016 09:02
Selected for GREAT 2016: None
Selected for GREAT 2017: None
Selected for GREAT 2018: None
URI: http://gala.gre.ac.uk/id/eprint/1013

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