
The Games for Learning project set out to explore game-based learning (GBL) practices in New Zealand classrooms and build a connected community of research and practice. The research suggests there is a mixture of curiosity, enthusiasm, and uncertainty in the sector about where games fit into learning. This report outlines some of the theoretical perspectives and literature related to games-based learning research.
Featured category: 21st century skills
NMC Horizon Report > 2018 Higher Education Edition
Australian Educational Technologies Trends (AETT) report
Over 100 leading Australian and international educators and experts concerned with Australian education contributed to this report on how Educational Technologies and the computing curriculum is currently being implemented in Australian schools, and the changes that may occur in the near future (5 years).
Students, computers and learning - making the connection
OECD report examines how students access to and use ICT
Mobile learning – why tablets? -- DERN's research brief looks at mobile learning and why tablets are so popular.
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