In this chapter I discuss a variety of ways in which commercial games and virtual worlds can be used to support teaching and learning in higher education. I examine the differences between games designed for entertainment and education and look at the advantages and disadvantages of the different options available to educators. Finally, I provide details of a number of web sites where you can start to look for existing games that you might find useful in your teaching.
de Freitas, S., Savill-Smith, C. & Attewell, J. (2006). Computer Games and Simulations for Adult Learning: Case Studies from Practice. London: Learning and Skills Network (retrieved Jan. 2009 from http://www.lsneducation.org.uk/pubs/Pages/062546.aspx): this provides a number of good examples of the use of commercial games for learning, albeit limited in respect to higher order skills.
http://www.eduserv.org.uk/foundation/studies/slsnapshots - the Eduserv Foundation has produced a series of reports on current use of Second Life in the UK FE and HE sectors.
Evaluating entertainment games for learning: Using one of the three games introduced in Chapter 1, carry out a structured evaluation of its potential for learning.
Finding a game to meet your game concept specification: Using the concept specification produced in Chapter 6 and the resources suggested, find a game that meets - or at least partially meets - your specification.
Undertaking training in RuneScape (image reproduced with permission of Jagex Ltd)