Educational inclusiveness through Ludic engagement and digital creativityMcCrindle, R. (2013) Educational inclusiveness through Ludic engagement and digital creativity. In: Stephanidis, C. and Antona, M. (eds.) Universal Access in human-computer interaction. Applications and services for quality of life : 7th International Conference, UAHCI 2013, held as part of HCI International 2013, Las Vegas, NV, USA, July 21-26, 2013, Proceedings, Part III. Lecture Notes in Computer Science, 8011 (8011). Springer, Berlin, pp. 195-202. ISBN 9783642391934 Full text not archived in this repository. It is advisable to refer to the publisher's version if you intend to cite from this work. See Guidance on citing. To link to this item DOI: 10.1007/978-3-642-39194-1_23 Abstract/SummaryThis paper describes an approach to teaching and learning that combines elements of ludic engagement, gamification and digital creativity in order to make the learning of a serious subject a fun, interactive and inclusive experience for students regardless of their gender, age, culture, experience or any disabilities that they may have. This approach has been successfully used to teach software engineering to first year students but could in principle be transferred to any subject or discipline.
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