Games in Higher Education
In an age of technological tools ranging from social media to virtual environments, higher education institutions need to re-examine the context of their content delivery, creating an opportunity for more realistic learning methodologies across the education spectrum more closely aligned with expectations from the world of work. Today’s learners consist of a cadre of individuals aptly described as “digital natives” (Prensky, 2001) whose proclivity for technology adoption is natural, as most grew up with access to computing technology and have directly experienced its evolutionary path. As such, higher education professionals are now challenged to specifically treat with a generation who perceive technology as a natural extension of their daily lives, recognizing that traditional approaches inclusive of e-learning are no longer sufficient to engage their student population.