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2006
DOI: 10.1080/17439880601022015
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Playing the literacy game: a case study in adult education

Abstract: Runner is a high-quality educational game designed by the University for Industry (UfI/learndirect) to attract young adults who find learning in formal educational contexts difficult. A case study evaluation of this novel application of an adventure game genre to literacy learning is discussed, based on observations and interviews in three UK learning centres. We argue that (1) the success of this game in engaging with the target population calls for its consideration as an acceptable learning approach in an o… Show more

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Cited by 18 publications
(10 citation statements)
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“…Games in higher education have been documented in a number of fields, including medicine, education, and literacy (Kanthan and Senger, 2011;Kablan, 2010;Kambouri et al, 2006). Using games in libraries has proved quite popular.…”
Section: Literature Reviewmentioning
confidence: 99%
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“…Games in higher education have been documented in a number of fields, including medicine, education, and literacy (Kanthan and Senger, 2011;Kablan, 2010;Kambouri et al, 2006). Using games in libraries has proved quite popular.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Learners are more willing to engage with a game that is familiar to them. Offering students a point of reference within a new game fosters confidence (Kambouri et al, 2006).…”
Section: Literature Reviewmentioning
confidence: 99%
See 1 more Smart Citation
“…Another option is the creation of a bespoke game, such as the action-adventure game developed to teach basic literacy skills to adults (Kambouri, Thomas, and Mellar 2006). This enables a designed match of learning outcomes with gaming outcomes for a specific user group.…”
Section: Selecting a Virtual Gaming Environmentmentioning
confidence: 99%
“…Hohlfeld et al (2013) studied the differences between men and women when using ICT, discovering that women perform better than men in all the digital literacy areas of ICT. Even so, assessment of ICT use in adults with basic skills shows that, using multimedia games, males reach greater levels of skill (Kambouri et al, 2006). With regard to age, Broady et al (2010) note that various studies (Laguna and Babcock, 1997;Timmermann, 1998) show that adults and older people are not well adapted to computers.…”
Section: Adult Education and Use Of Ict In The Canary Islandsmentioning
confidence: 99%