CQUniversity
Browse

Gamers know the power of ‘flow’ — what if learners could harness it too?

Download (1.13 MB)
online resource
posted on 2025-02-24, 04:37 authored by S McCallum, E Schofield, Stephen DobsonStephen Dobson
One of the constant challenges in education is keeping the learner engaged, motivated and connected in a world increasingly filled with distractions. Social media, streaming TV and video games all compete for students’ increasingly fragmented attention. COVID-19 lockdowns only increased the opportunity for those distractions to interfere with learning. But, as we look hopefully towards a post-COVID world, perhaps we can take inspiration from the things many students are clearly drawn to — in particular, video games. Of course, borrowing from video games and their design to inform educational practice isn’t new. Some have talked this up as “gameducation”, whereby courses are like games with trophies for participation and engagement.

History

Number of Pages

4

Place of Publication

The Conversation

Additional Rights

CC BY ND

Open Access

  • Yes

Era Eligible

  • No

Usage metrics

    CQUniversity

    Exports

    RefWorks
    BibTeX
    Ref. manager
    Endnote
    DataCite
    NLM
    DC