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Super Mario World and game-based learning: new literacy development in adults

Research output: Contribution to conference › Abstract › peer-review

Abstract

This study is focused on media literacy, game-based learning and its relationship with development of critical thinking in an adult educational arena, and looks at the applicability of various approaches to game-based learning, and how adults learn through game-based learning. Twenty- first century higher education is unimaginable without media literacy skills such as the use of the internet, touchscreens and e-readers, keyboards and mice, software and the like. Students and facilitators alike must utilize these skills to even begin to access new technologies which are inextricably linked with the higher education sector. But media literacy is not the focus of higher education, only the medium through which education is now largely transmitted. How game-based learning is transposed to real life learning, and how that relates to developing media literacy as well as critical thinking skills is the framework of the study. Gamification learning can be transposed to the classroom in a higher education setting.
Original languageEnglish
Pages6-6
Number of pages1
Publication statusPublished - Jan 2016
Externally publishedYes
Event3rd Annual CUNY Games Festival - CUNY Graduate Center, New York, United States
Duration: 22 Jan 2016 → 23 Jun 2016

Conference

Conference3rd Annual CUNY Games Festival
Country/TerritoryUnited States
CityNew York
Period22/01/16 → 23/06/16

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 4 - Quality Education
    SDG 4 Quality Education

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