Research Output
Games in the Curriculum
  This paper reports the outcomes of the Scholarship of Teaching and Learning project 'Games in the Curriculum'. The project focussed on the use of 'off the shelf' tabletop games in Higher Education. We examined the use of games in six different settings, working in three faculties and with four year groups (levels 3, 5, 6 and 7). Our findings suggested that the strength of tabletop games lies in the creation of a 'safe space' in which to engage in discussions of complex, and at times contentious, topics and in enabling students to take control of their own learning. At the same time, the project findings suggest that 'game literacy' amongst students and staff should not be assumed, and that it is important to not overestimate the level of enthusiasm engendered by 'playful' activity. Finally, issues of cost (in terms of staff time and materials), while low in comparison to digital games, remain a significant factor.

  • Type:

    Article

  • Date:

    31 March 2019

  • Publication Status:

    Published

  • Publisher

    Manchester Metropolitan University, Centre for Excellence in Learning and~…

  • Funders:

    Historic Funder (pre-Worktribe)

Citation

Wake, P., & Illingworth, S. (2019). Games in the Curriculum. Learning and Teaching in Action, 13(1), 131-144

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