Much excitement has been generated by the idea of harnessing levels of deep engagement offered by serious games in higher education (HE). However, little is known about academicspsila real views on the use of educational games in HE, yet academics are key to serious game implementation. An in-depth survey of academic staff within the University of Ulster in Northern Ireland was carried out to discover their views of digital gaming, their gaming habits and the possible advantages or barriers to its use in HE. The survey was emailed to 1140 academic members of staff and 480 academic-related staff across four campuses. 190 staff members from six different faculties and central departments completed the survey. Respondents included professors, senior lecturers, lecturers, associate lecturers and academic-related staff.
|Publication status||Published - 26 Jun 2009|
|Event||1st IEEE International Conference in Games and Virtual Worlds for Serious Applications - Coventry|
Duration: 23 Mar 2009 → …
|Conference||1st IEEE International Conference in Games and Virtual Worlds for Serious Applications|
|Period||23/03/09 → …|
- Academic Perceptions , Barriers in Gaming , Education , Interactivity , Learning , Motivation , Serious Games , Student Engagement , Video Games
Beggs, R., O'Neill, P., & Virapen, K. (2009). The Perception of Gaming in Higher Education: Gaming Habits of University of Ulster Staff. Paper presented at 1st IEEE International Conference in Games and Virtual Worlds for Serious Applications, . https://ieeexplore.ieee.org/document/5116569