Conference paper

Gamifying adult literacy learning with apps: reflections on the ‘state-of-the-art’ to the ‘state-of-the-actual’

Literacy Digital media Learning and teaching Education research Computer software Poverty Electronic games Serious games Digital literacy Mobile technology Interdisciplinary research
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apo-nid72003.pdf 516.43 KB
Description

The purpose of this paper and session is fourfold. Firstly, we outline an enduring educational and social problem, poor levels of literacy amongst some adults, including students in higher education, and a potential innovative solution – the gamification of literacy learning. The problem of literacy development in higher education is often subsumed under study skills programs; however, we suggest that serious computer games can be used as digital tools to assist students overcome the shame associated with poor literacy and provide an engaging way to learn.

Secondly, we outline the development of two serious literacy game apps, and discuss findings from an initial evaluation of one of the apps, Apostrophe Power.

Thirdly, we offer some critical observation about game development and educational technology.

Finally, we provide a series of questions formulated to facilitate a critical sharing of experience around individual and institutional use of educational technology.

This paper was presented as an emerging initiative at The Students Transitions Achievement Success and Retention (STARS) Conference, Perth, 29 June - 2 July, 2016.  

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