Serendipitous learning & serious games: A Pilot Study

Research output: Chapter in Book/Report/Conference proceedingConference proceeding

1 Citation (Scopus)
26 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
CountryGreece
CityThessaloniki
Period13/11/1414/11/14

Fingerprint

mathematics
learning
student
further education
computer game
quantitative method
computer science
qualitative method
data analysis
Group

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

Cite this

Gallear, W., Lameras, P., & Stewart, C. (2015). Serendipitous learning & serious games: A Pilot Study. In Proceedings of 2014 International Conference on Interactive Mobile Communication Technologies and Learning, IMCL 2014 (pp. 247-251). IEEE. https://doi.org/10.1109/IMCTL.2014.7011141

Serendipitous learning & serious games: A Pilot Study. / Gallear, W.; Lameras, Petros; Stewart, Craig.

Proceedings of 2014 International Conference on Interactive Mobile Communication Technologies and Learning, IMCL 2014. IEEE, 2015. p. 247-251.

Research output: Chapter in Book/Report/Conference proceedingConference proceeding

Gallear, W, Lameras, P & Stewart, C 2015, Serendipitous learning & serious games: A Pilot Study. in Proceedings of 2014 International Conference on Interactive Mobile Communication Technologies and Learning, IMCL 2014. IEEE, pp. 247-251, 2014 International Conference on Interactive Mobile Communication Technologies and Learning , Thessaloniki, Greece, 13/11/14. https://doi.org/10.1109/IMCTL.2014.7011141
Gallear W, Lameras P, Stewart C. Serendipitous learning & serious games: A Pilot Study. In Proceedings of 2014 International Conference on Interactive Mobile Communication Technologies and Learning, IMCL 2014. IEEE. 2015. p. 247-251 https://doi.org/10.1109/IMCTL.2014.7011141
Gallear, W. ; Lameras, Petros ; Stewart, Craig. / Serendipitous learning & serious games: A Pilot Study. Proceedings of 2014 International Conference on Interactive Mobile Communication Technologies and Learning, IMCL 2014. IEEE, 2015. pp. 247-251
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