Using games as a context for interdisciplinary learning: A case study at a Scottish primary school

Aishah Abdul Razak, Thomas M. Connolly

    Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

    4 Citations (Scopus)

    Abstract

    Games-based learning (GBL) is perceived by some educationalists as a highly motivating form of supplementary learning and is now being used more widely at different levels of education. Under the new Curriculum for Excellence (CfE) introduced in Scotland, teachers are expected to implement active learning with a focus on the child at the centre of the learning process to achieve optimum engagement. One of the approaches that is highly promoted under the CfE is GBL. This paper presents a case study conducted at a primary school in Scotland that demonstrated the use of games as a context for interdisciplinary learning. The findings suggest that the students were fully engaged and motivated throughout the learning process and learned constructively through the activities and social interaction. Findings from this case study will contribute to the growing research in the field of GBL towards making learning more appealing and relevant to the younger generation.
    Original languageEnglish
    Title of host publication2013 IEEE GLOBAL ENGINEERING EDUCATION CONFERENCE (EDUCON)
    PublisherIEEE
    Pages1084-1092
    ISBN (Print)978-1-4673-6111-8
    DOIs
    Publication statusPublished - 2013

    Publication series

    NameIEEE Global Engineering Education Conference

    Keywords

    • human computer interaction
    • games based learning
    • Computer aided instruction
    • Computers for education
    • teacher and students experience

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