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INF541 Game Based Learning (8)

Abstract

This subject provides an introduction to understanding the potential role of games and gaming for learning in the digital age. Trends in game designs, cultures, genres will be explored in the context of both educational games and commercial games, which can be successfully adapted for pedagogical, curriculum and individual needs of learners. The subject introduces the principles of game design,  examines research literature surrounding games and learning, and includes reflective participation in gaming culture.

+ Subject Availability Modes and Location

Session 1
DistanceWagga Wagga Campus
Continuing students should consult the SAL for current offering details: INF541
Where differences exist between the Handbook and the SAL, the SAL should be taken as containing the correct subject offering details.

Subject information

Duration Grading System School:
One sessionHD/FLSchool of Information Studies

Enrolment restrictions

Available only to those students undertaking the Master of Education (Knowledge Networks and Digital Innovation) or the Master of ICT in Education.

Learning Outcomes

Upon successful completion of this subject, students should:
  • be able to understand the features, terminology, history and taxonomy of computer-based games and gaming applications;
  • be able to evaluate and critically assess the relation between play, games and learning in formal and informal settings;
  • be able to discuss the relationships between games, media-literacy, information fluency and digital identity;
  • be able to identify and evaluate a range of games and game environments for various learning needs and contexts, through direct experience and immersion;
  • be able to critically appraise current trends and research in game-based learning; and
  • be able to contribute to ongoing professional dialogue about game-based learning education.

Syllabus

The subject will cover the following topics:
  • Principles and theories of game based learning
  • Digital games, narrative and gameplay
  • The characteristics of effective digital game media for a variety of uses
  • Information behaviour and knowledge construction in game environments
  • Pedagogical affordances of digital games
  • Implementing digital games into the learning environment.

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The information contained in the 2017 CSU Handbook was accurate at the date of publication: 16 March 2017. The University reserves the right to vary the information at any time without notice.