Not Just Playing Around: The MoLeNET Experience of Using Games Technologies to Support Teaching and Learning

Not Just Playing Around: The MoLeNET Experience of Using Games Technologies to Support Teaching and Learning

Rebecca Petley (LSN, UK), Jill Attewell (LSN, UK) and Carol Savill-Smith (LSN, UK)
Copyright: © 2011 |Volume: 2 |Issue: 2 |Article: 6 |Pages: 14
ISSN: 1947-8518|EISSN: 1947-8526|DOI: 10.4018/jvple.2011040106
Cite Article Cite Article

MLA

Petley, Rebecca, Jill Attewell and Carol Savill-Smith. "Not Just Playing Around: The MoLeNET Experience of Using Games Technologies to Support Teaching and Learning." IJVPLE 2.2 (2011): 59-72. Web. 1 Jan. 2019. doi:10.4018/jvple.2011040106

APA

Petley, R., Attewell, J., & Savill-Smith, C. (2011). Not Just Playing Around: The MoLeNET Experience of Using Games Technologies to Support Teaching and Learning. International Journal of Virtual and Personal Learning Environments (IJVPLE), 2(2), 59-72. doi:10.4018/jvple.2011040106

Chicago

Petley, Rebecca, Jill Attewell and Carol Savill-Smith. "Not Just Playing Around: The MoLeNET Experience of Using Games Technologies to Support Teaching and Learning," International Journal of Virtual and Personal Learning Environments (IJVPLE) 2 (2011): 2, accessed (January 01, 2019), doi:10.4018/jvple.2011040106

Export Reference

Mendeley
Favorite Full-Issue PDF

Abstract

MoLeNET is a unique collaborative initiative, currently in its third year, which encourages and enables the introduction of mobile learning in English post 14 education via supported shared-cost projects. Mobile learning in MoLeNET is defined by MoLeNET as “The exploitation of ubiquitous handheld technologies, together with wireless and mobile phone networks, to facilitate, support, enhance and extend the reach of teaching and learning.” MoLeNET projects use a wide range of handheld devices with their learners including two handheld game platforms: the Sony PSP and Nintendo DS. A small number of projects have also experimented with educational and therapeutic use of the Nintendo Wii game console and experienced considerable success in engaging reluctant learners and supporting learners with difficulties and/or disabilities. This paper explores the impact that mobile game technologies have on teaching and learning for those involved in MoLeNET, including the development of academic and social skills and the improvement of mobility and health related issues.

References

Attewell J. Savill-Smith C. Douch R. (2009). The impact of mobile learning; examining what it means for teaching and learning. London, UK: LSN.
Attewell J. Savill-Smith C. Douch R. Parker G. (2010). Modernising education and training: Mobilising technology for learning. London, UK: LSN.
Clark, D. (2003, November 20). Computer games in education and training. Paper presented at the LSDA Seminar: Learning by Playing: Can Computer Games and Simulations Support Teaching and Learning for Post-16 Learners in Formal, Workplace and Informal Learning Contexts? London, UK.
Cohen L. Manion L. (1995). Research methods in education (4th ed.). London, UK: Routledge.
Csikszentmihalyi M. (1990). Flow: The psychology of optimal experience. New York, NY: Harper & Row.
De Freitas, S. (2006). Learning in immersive worlds. A review of games-based learning. Retrieved from www.jisc.ac.uk/media/documents/programmes/elearninginnovation/gamingreport_v3.pdf
De Freitas S. Savill-Smith C. Attewell J. (2006). Computer games and simulations for adult learning. Case studies from practice. London, UK: LSN.
Douch R. Attewell J. Dawson D. (2010). Games technologies for learning; more than just toys. London, UK: LSN.
Douch R. Savill-Smith C. Parker G. Attewell J. (2010). Work-based and vocational mobile learning: Making IT work. London, UK: LSN.
Facer K. Joiner R. Stanton D. Reidt J. Hull R. Kirk D. (2004). Savannah: mobile gaming and learning?Journal of Computer Assisted Learning, 20, 399–409. 10.1111/j.1365-2729.2004.00105.x
Giles, J. (2009). Physios recommend a healthy dose of gaming. Retrieved from http://www.newscientist.com/article/mg20227145.700-physios-recommend-a-healthy-dose-of-gaming.html
Kato P. M. Cole S. W. Bradlyn A. S. Pollock B. H. (2008). A video game improves behavioural outcomes in adolescents and young adults with cancer: A randomised trial.Paediatrics, 122(2), 305–317. 10.1542/peds.2007-3134
Kember D. (2000). Action learning and action research: Improving the quality of teaching & learning. London, UK: Kogan Page.
Kirriemuir, J., & McFarlane, A. (2003). Use of computer and video games in the classroom. Retrieved from http://www.slideshare.net/silversprite/use-of-computer-and-video-games-in-the-classroom
Learning and Teaching Scotland. (2009). Game-based learning. Retrieved from http://www.itscotland.org.uk/
Leddo J. (1996). An intelligent computer game to teach scientific reasoning.Journal of Instruction Delivery Systems, 10(4), 22–25.
Prensky M. (2001). Digital game-based learning. New York, NY: McGraw-Hill.
Prensky M. (2006). ‘Don’t bother me mom – I’m learning!’ How computer and video games are preparing your kids for 21st century success—and how you can help!St. Paul, MN: Paragon House.
Pulman, A. (2008). Mobile assistance – the Nintendo DS Lite as an assistive tool for health and social care students. Retrieved from http://www.swap.ac.uk/docs/casestudies/pulman.pdf
Smith A. (1973). Symbol digit modalities test. Los Angeles, CA: Western Psychological Services.
Somekh B. (2000). New technology and learning: Policy and practice in the UK, 1980-2010.Education and Information Technologies, 5(1), 19–37. 10.1023/A:1009636417727
Turner, M., & Risdale, J. (1984). Turner and Risdale digit span test. Retrieved from http://www.dyslexiaaction.org.uk/

Request Access

You do not own this content. Please login to recommend this title to your institution's librarian or purchase it from the IGI Global bookstore.