Abstract
This paper describes an approach to teaching and learning that combines elements of ludic engagement, gamification and digital creativity in order to make the learning of a serious subject a fun, interactive and inclusive experience for students regardless of their gender, age, culture, experience or any disabilities that they may have. This approach has been successfully used to teach software engineering to first year students but could in principle be transferred to any subject or discipline.
Chapter PDF
References
Lindley, C.A.: Ludic Engagement and Immersion as a Generic Paradigm for Human-Computer Interaction Design. In: Rauterberg, M. (ed.) ICEC 2004. LNCS, vol. 3166, pp. 3–13. Springer, Heidelberg (2004)
Gaver, W., Bowers, J., Boucher, A., Gellerson, H., Pennington, S., Schmidt, A., Steed, A., Villars, N., Walker, B.: The Drift Table: Designing for Ludic Engagement. In: CHI 21004, Design Expo. ACM Press, New York (2004)
Sommerer, C., King, D., Mignonneau, L.: Interface Cultures: Artistic Aspects of Interaction. Transcript Verlag (2008)
Fuchs, M.: Ludic Interfaces. Driver and Product of Gamification. GAME Italian Journal of Game Studies (2012), http://www.gamejournal.it/ludic-interfaces-driver-and-product-of-gamification/
Peterson Brooks, E., Brooks, A.L.: Ludic Engagement Designs for All (LEDA): Non-formal Learning and Rehabilitation. In: Designs for Learning, 3rd International Conference Exploring Learning Environments, pp. 78–80 (2012)
Selander, S.: Designs for Learning and Ludic Engagement. Digital Creativity 19(3), 145–152 (2008)
Quest to Learn, Institute of Play (2012), http://www.instituteofplay.org/work/projects/quest-schools/quest-to-learn/
Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From Game Design Elements to Gamefulness: Defining “Gamification”. In: MindTrex 2011. Tampere, Finland (2011)
Kolb, A.Y., Kolb, D.A.: The Kolb Learning Style Inventory - Version 3.1 Technical Specifications, Experience Based Learning Systems (2005), http://www.whitewater-rescue.com/support/pagepics/lsitechmanual.pdf
Wilson-Medhurst, S., Dunn, I., White, P., Farmer, R., Lawson, D.: Developing Activity Led Learning in the Faculty of Engineering and Computing at Coventry University through a Continuous Improvement Change Process. In: Research Symposium on Problem Based Learning in Engineering and Science Education, Aalborg, Denmark (2008)
Aalborg University, Principles of Problem and Project Based Learning, the Aalborg PBL Model (2010), http://www.pbl.aau.dk/digitalAssets/33/33124_pbl_aalborg_modellen.pdf
Belbin, Belbin Team Role Summary Descriptions, http://www.belbin.com/content/page/5002/BELBINuk-2012-TeamRoleSummaryDescriptions.pdf
Belbin, Team Roles in a Nutshell, http://www.belbin.com/content/page/5664/Belbinuk-2011-TeamRolesInANutshell.pdf
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2013 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
McCrindle, R. (2013). Educational Inclusiveness through Ludic Engagement and Digital Creativity. In: Stephanidis, C., Antona, M. (eds) Universal Access in Human-Computer Interaction. Applications and Services for Quality of Life. UAHCI 2013. Lecture Notes in Computer Science, vol 8011. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-39194-1_23
Download citation
DOI: https://doi.org/10.1007/978-3-642-39194-1_23
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-39193-4
Online ISBN: 978-3-642-39194-1
eBook Packages: Computer ScienceComputer Science (R0)