The newly launched report, ‘Games Technologies for Learning: More Than Just Toys’ explores the ways in which computer and digital learning games and the extra functionality and affordances of handheld games technologies can be used to enhance and support teaching and learning.
The largest section of the report includes 35 case studies and teaching and learning snapshots provided by MoLeNET projects from phase one (2007/08) and phase two (2008/09). These offer useful examples of how games technologies have been used successfully for teaching and learning via both games and their additional functionality. Examples range across a variety of subjects and learners, and many learning contexts including the classroom, workplace, home, workshop and salon.
The full report is available from here