Key outcomes

The Learning in Immersive Worlds: a review of game based learning report, authored by Sara de Freitas, scopes out the current use of games for learning in UK HE and post-16 education and has been produced to inform practitioners who are considering using games and simulations in their practice. The report includes:

  • a review of the literature
  • a series of case studies from practice to illustrate the range of uses of games
  • synthesises the key issues and themes arising from learning in immersive worlds

Read the full report. Please note that this document is not available in a hard-copy format.


Landscape study on the use of mobile and wireless technologies for teaching and learning in the post-16 sector
Final reports from this study are now available.


Case studies in innovative e-learning practice
The Institute of Educational Technology, Open University, project team under Agnes Kukulska-Hulme have completed the ten case studies from their interviews and visits. This project has adapted the Pedagogy case study template for compilation of the interview data to ensure uniformity of case studies across the e-Learning programmes. Read the summary case study reports.


Video case studies in innovative e-learning practice
Five video clips produced by MALTS, Edinburgh University, supporting these written case studies are in the final editing phase and are now available in the Innovative Practice with e-Learning publication. The video clips will shortly be available to download from this web page.


Study on how innovative technologies are influencing the design of physical learning spaces in the post-16 sector

Read the final reports.

  • Last updated on 07/01/09 by Kerry Ann Down