Playful learning refers to the use of games, toys and other elements of play to support learning.
It can be found in all sectors of education and has been with us ever since we moved away from Victorian methods of keeping quiet and copying from the chalkboard.
This module looks at ways we can adopt not just games themselves, but the underpinning notions that make games and play enjoyable and engaging in order to create effective learning opportunities that motivate learners to succeed.
This module introduces playful approaches to learning.
After completing this module, you will be able to:
• recognise the pedagogical benefits of games and play
• evaluate the role and contribution of digital technology in the creation of engaging learning games
• apply the elements of gamification to learning activities in order to motivate effective learning.
Digital Teaching Professional Framework
This module covers the DTPF component - B2 : Teaching context: face-to-face
- Use learning environment technologies to support teaching, e.g. electronic whiteboards, mobile devices.
- Structure sessions so that different (practitioner-led and learner-led) digital activities jointly reinforce the learning objective.
- Structure and manage content, collaboration and interaction in a digital environment.
- Consider how practitioner-led digital interventions can best support the learning objective.
- Reflect on the effectiveness and appropriateness of the digital teaching strategies chosen and flexibly adjust methods and strategies.
- Experiment with and develop new formats and teaching methods (e.g. flipped classroom).
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Taking note of your feedbackWe greatly appreciate the time taken to provide us with feedback on each module. We regularly review all the feedback provided and use it to inform the development of new modules. Subject to funds being available and other constraints, we will amend existing modules where feedback shows this is required.
Would have liked to see the reasoning behind the solution to the activity as this could have been very instructional - e.g. why one scenario was seen as mastery, one as challenge, etc. Report this review
This module really gets you thinking about the power of games (Gamification) and I especially like the resources section at then end of the module, which had some very interesting projects, games and ideas to get you started Report this review
Multi-layered, multiple applications...and multiple uses in and out of the classroom. Report this review
Would be good to see more examples of use of digital tools in creating game ideas - how common tools can be applied to this approach Report this review
Does not explain how to use Gamificaiton Report this review
Not very helpful really - many of the possible choices could have been right and we are not given enough information to make a certain choice - or direct feedback on which we chose correctly and which incorrectly - rather pointless really! Report this review
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