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Educational Inclusiveness through Ludic Engagement and Digital Creativity

  • Rachel McCrindle
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8011)

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.

Keywords

Ludic engagement games digital creativity group work soft skills subject knowledge 

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Copyright information

© Springer-Verlag Berlin Heidelberg 2013

Authors and Affiliations

  • Rachel McCrindle
    • 1
  1. 1.School of Systems EngineeringUniversity of ReadingReadingUK

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