Serendipitous learning & serious games: A Pilot Study

W. Gallear, Petros Lameras, Craig Stewart

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

    3 Citations (Scopus)
    71 Downloads (Pure)

    Abstract

    This pilot study explores the use of serendipitous learning of mathematics in a group of Further Education students. Data was gathered from 28 students within a computer games design unit on a computer science course. The data was gathered using both quantitative and qualitative methods. The findings indicated that even at this early stage that student's view of mathematics had changed in a positive direction and students had learned mathematics during this process. The data analysis showed that further research into serendipitously embedding mathematics with a games design unit is of value and worth pursuing.
    Original languageEnglish
    Title of host publicationProceedings of 2014 International Conference on Interactive Mobile Communication Technologies and Learning, IMCL 2014
    PublisherIEEE
    Pages247-251
    ISBN (Print)978-147994742-3
    DOIs
    Publication statusPublished - 2015
    Event2014 International Conference on Interactive Mobile Communication Technologies and Learning - Thessaloniki, Greece
    Duration: 13 Nov 201414 Nov 2014

    Conference

    Conference2014 International Conference on Interactive Mobile Communication Technologies and Learning
    Abbreviated titleIMCL 2014
    Country/TerritoryGreece
    CityThessaloniki
    Period13/11/1414/11/14

    Bibliographical note

    The paper was given at the 2014 International Conference on Interactive Mobile Communication Technologies and Learning, IMCL 2014; Thessaloniki; Greece; 13 November 2014 through 14 November 2014
    “© © 2014 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.”

    Keywords

    • education
    • eLearning
    • games design
    • pilot study
    • serendipitous learning
    • serious games

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