We’re pleased to present this special issue, Learning through Play and Games, at a time when interest in play-based learning and game-based learning is growing in many New Zealand schools. The...
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The Games for Learning project set out to explore game-based learning (GBL) practices in New Zealand classrooms and build a connected community of research and practice. Our research suggests...
If The New Zealand Curriculum vision statement is aiming for students “who will work to create an Aotearoa New Zealand in which Maori and Pakeha recognise each other as full Treaty partners, and...
This article discusses our experiments to create more engaged participation and build sustainability literacy among students in a voluntary “game lab” on two different campuses of our Japanese...
Play-based learning is of growing interest in many English-medium primary schools throughout Aotearoa New Zealand. I share my insights from researching play as learning, and supporting teachers...
Play is very “on trend” in the primary sector, but is it a suitable pedagogy for secondary students? Based on research into play-based learning in a Year 11 English class, this article provides an...
Teachers have an important role to play in supporting and facilitating play-based learning for their students. This study aimed to explore one teacher’s understanding about her own intentionality...
This case study explores child, parent, teacher, and school-leader perspectives of a play-based learning (Pb-L) approach in one new-entrant classroom. Data were gathered through focus groups,...
This commentary aims to encourage a research-based, critical, inquiring approach to the development of play-based learning in primary schools. I suggest that this approach could build from the...
Over the past 7 years I have dramatically changed my pedagogy in a quest to engage junior primary students in deep, authentic learning. This article concentrates on how I have come to support...
A number of converging issues provided the impetus for 12 schools in the Western Bay of Plenty to form a support network to explore and develop play-based learning for the first years of school....
This article reflects on a school’s approach to gamifying the Royal Society Te Apārangi’s First CREST Award. The article explains how CREST was reconceived as a quest using elements of live action...
Digital games are responsible for turning my pedagogical practice on its head and landing me in New Zealand. My journey down the digital games “rabbit hole” started in 2007. Not having a map to...
We are co-teachers at Rototuna Junior High School with expertise in music and digital technologies respectively. We share our experiences of using digital-game development as the context for our...
Harko Brown is an expert on traditional Māori games and play. He has written several books including Ngā Taonga Tākaro II: The Matrix (2016), and Te Mara Hupara (2017), co-authored by his teenage...