Research

Leveraging Students’ Game Culture in Education

Leveraging Students’ Game Culture in Education

Leveraging Students’ Game Culture in Education

Leveraging Students’ Game Culture in Education

Kate Hoskins, Mike Watts, Asma Lebbakhar, Tamer Asfahani, Chris Winson-Longley

Abstract

"The overall challenge this research responds to is the need to increase all children’s engagement with education. One solution (among many) is to work through a game-based lesson content approach, as exemplified by Checkpoint Learning Materials (CLM). The aim of this research was to evaluate the ‘engagement value-add’ of CLM which, in turn, will enable greater outreach to schools of the Checkpoint materials. The sub-challenge is to work with Checkpoint to evidence the effectiveness of their Video Game culture-based learning materials, as outlined by their in-house pedagogy, in ways to support the National Curriculum in key stage 2 (years 3-6). The project will allow Checkpoint to further develop and market their learning materials to publishers and education providers. The aim is to validate Checkpoint’s pedagogy and lesson plans. It will enable Checkpoint to help design school CPD for training primary school teachers."

Reference

Hoskins, K., Lebbakhar, A., Watts, M., Asfahani, T., & Winson-Longley, C. (2023). Leveraging students’ game culture in education: Validating the benefits of utilising videogames to inform pedagogy. Brunel University Research Archive. https://bura.brunel.ac.uk/handle/2438/27264

Keywords

Game-Based Learning, Student Engagement, Checkpoint Learning Materials (CLM)