Abstract
Higher education is entering a new era of designing learning for students. Blended learning is gaining prominence as sophisticated technologies provide access for increasing numbers of students to gain work-ready skills and knowledge. More than a decade ago, Bonk and Kim (2005) conducted a survey to identify future directions of learning. Twelve pedagogical techniques were rated; with simulation and role play placed fifth in priority. Respondents were asked to identify what percentage of student learning was being delivered using blended strategies. Interestingly, slightly over 70% indicated that less than 20% of their students were engaged in any of the blended learning techniques including simulations. 10% of die higher education respondents rated the impact of simulations and games fifth, while 21% of the workplace trainers placed them second in priority. A decade later it is questionable whether higher education is much changed, despite the predictions. Simulations have been used in higher education for over fifty years, yet lecturing and teacher-directed activities, as indicated in Bonk and Kim's survey, remain dominant in higher education.
| Original language | English |
|---|---|
| Title of host publication | Simulations, Games and Role Play in University Education |
| Editors | Claus Nygaard, Nigel Courtney, Elyssebeth Leigh |
| Place of Publication | Faringdon, United Kingdom |
| Publisher | Libri Publishing |
| Pages | 85-102 |
| Edition | 1 |
| ISBN (Print) | 9781907471674, 1907471677 |
| Publication status | Published - 2012 |
Keywords
- Curriculum and Pedagogy Theory and Development
Fingerprint
Dive into the research topics of 'The Changing Mind: a Transformative Journey Towards Immersive Learning'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver