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Video games and education: an Australian perspective

Bowtell, G. and Nichol, S. 2010, Video games and education: an Australian perspective, in CGAT 2010: Proceedings of the 3rd Annual International Conference on Computer Games, Multimedia and Allied Technology, Asia Pacific Technology Forum, Singapore, pp. 67-73.

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Title Video games and education: an Australian perspective
Author(s) Bowtell, G.
Nichol, S.
Conference name Computer Games, Multimedia and Allied Technology. Annual International Conference (3rd : 2010 : Singapore)
Conference location Singapore
Conference dates 6-7 Apr. 2016
Title of proceedings CGAT 2010: Proceedings of the 3rd Annual International Conference on Computer Games, Multimedia and Allied Technology
Editor(s) Prakash, E. C.
Publication date 2010
Start page 67
End page 73
Total pages 7
Publisher Asia Pacific Technology Forum
Place of publication Singapore
Summary A video game is a very influential tool that inspires much passion within very different sectors of society. Literature is beginning to assert the use of video games in education, and it is apparent that just the subject of 'video games' can engage the interest of students of all ages. Video games are not only asserting themselves as a permanent and influential cultural icon, they are also the new phenomenon in education. Video games can be used as a learning tool where the students learn 'in game', or the topic of video games can be used as a vehicle for student engagement. This paper explores the somewhat less contentious issue of how to best educate tertiary students studying Games Design and Development at an Australian Regional University. Determining how to best educate tertiary students on how to develop games at a tertiary level is not just based on good curriculum design, but is reliant on a triumvirate of factors: Industry relevance, student learning needs, and educational design. In this paper each of these three factors and their inherent problems will be discussed, all situated within the Australian Tertiary Education sector. Based on results gathered from the three factors, some directions for the Australia Tertiary Video Game Education sector will be asserted..
ISBN 9789810854799
Language eng
Field of Research 130303 Education Assessment and Evaluation
080602 Computer-Human Interaction
Socio Economic Objective 970108 Expanding Knowledge in the Information and Computing Sciences
HERDC Research category E3.1 Extract of paper
ERA Research output type E Conference publication
Copyright notice ©2010, APTF
Persistent URL http://hdl.handle.net/10536/DRO/DU:30074567

Document type: Conference Paper
Collection: School of Information Technology
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