My focus is more on the evidence, primary data, and other proof of digital games and worlds being 'effective' in some aspect of teaching, learning and education.

Topics of interest

I'm happy to consider research-oriented tasks in the following, or similar, areas. This list is more of a starting point for discussion with potential clients and partners.

  • Compiling examples of digital game use, and the results and outcomes of their use, in subject-specific curriculum-based teaching.
  • Determining the effectiveness of research techniques - both qualitative and quantitative - used in the study of digital games and worlds in education.
  • Determining attributes - both intentional and unintentional - of digital games which are of benefit to learning exercises.
  • Differentiating the educational effectiveness of COTS (Commercial Off The Shelf) and ‘developed for education’ digital games.
  • Evaluating the costs, problems and obstacles to effective digital game and virtual world use in formal classroom environments.
  • Finding and tracking the uses of digital worlds such as Second Life in UK Higher and Further education establishments, even when those uses are not being reported publicly.
  • Synthesizing relevant academic, commercial and public research into the use of games in school-based learning, and college and university education. Compiling reports of this research, aimed at specific readerships.

Interested? Or wanting something similar, but not quite the same? Contact me.