Nicola Whitton
Datos Biográficos
| ID | 761188 |
|---|---|
| NOMBRE | Nicola Whitton |
| NOMBRES | Nicola |
| APELLIDO | Whitton |
| FIRMA | WHITTON N |
| AFILIACIONES | Northumbria University |
| ORCID | 0000-0002-3085-5275 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 6 |
| TOTAL DE CITAS | 12 |
| TOTAL COMO AUTOR | 6 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2013 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2025 |
| ÍNDICE H | 1 |
Measuring Flow
Measuring flow, an optimal mental state defined by intense focus and immersion, can provide valuable insights into research on human engagement. However, a review of 69 studies identified significant methodological issues that could be undermining progress in this area of research. We discovered the use of eight nonvalidated psychological flow verification instruments (used in 33 studies), ambiguity and a lack of transparency in the interpretatio…
The Magic Circle of Learning
The use of video games in formal education has grown across all sectors over the past twenty years. However, much literature focuses on measuring learning and motivation, foregrounding game technologies without critical exploration of contexts and politics of use. This neoliberal approach of valuing what we chose to measure limits our understanding of the wider benefits of digital play in formal education. Here, we present the ‘magic circle of le…
Play and Learning in Adulthood
Playful learning in higher education
Increased focus on quantifiable performance and assessment in higher education is creating a learning culture characterized by fear of failing, avoidance of risk, and extrinsic goal-oriented behaviours. In this article, we explore possibilities of a more playful approach to teaching and learning in higher education through the metaphor of the ‘magic circle’. This approach stimulates intrinsic motivation and educational drive, creates safe spaces …
Video game discourses and implications for game-based education
Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of games and limit critical analysis of their effectiveness as pedagogic tools. This article focuses on t…
Games for Learning
Advocates of digital game-based learning make the case that games can support inclusivity and equality in education because they motivate nontraditional students, promote wider access, and engage learners who are disengaged from formal education. This article will argue that this is a limited analysis which – by the very nature of its inherent assumptions – propagates stereotypical notions of the role of games in learning and could actually reduc…
Playful learning in higher education
Increased focus on quantifiable performance and assessment in higher education is creating a learning culture characterized by fear of failing, avoidance of risk, and extrinsic goal-oriented behaviours. In this article, we explore possibilities of a more playful approach to teaching and learning in higher education through the metaphor of the ‘magic circle’. This approach stimulates intrinsic motivation and educational drive, creates safe spaces …
Games for Learning
Advocates of digital game-based learning make the case that games can support inclusivity and equality in education because they motivate nontraditional students, promote wider access, and engage learners who are disengaged from formal education. This article will argue that this is a limited analysis which – by the very nature of its inherent assumptions – propagates stereotypical notions of the role of games in learning and could actually reduc…
Playful learning in higher education
Increased focus on quantifiable performance and assessment in higher education is creating a learning culture characterized by fear of failing, avoidance of risk, and extrinsic goal-oriented behaviours. In this article, we explore possibilities of a more playful approach to teaching and learning in higher education through the metaphor of the ‘magic circle’. This approach stimulates intrinsic motivation and educational drive, creates safe spaces …
Video game discourses and implications for game-based education
Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of games and limit critical analysis of their effectiveness as pedagogic tools. This article focuses on t…
Play and Learning in Adulthood
Measuring Flow
Measuring flow, an optimal mental state defined by intense focus and immersion, can provide valuable insights into research on human engagement. However, a review of 69 studies identified significant methodological issues that could be undermining progress in this area of research. We discovered the use of eight nonvalidated psychological flow verification instruments (used in 33 studies), ambiguity and a lack of transparency in the interpretatio…
The Magic Circle of Learning
The use of video games in formal education has grown across all sectors over the past twenty years. However, much literature focuses on measuring learning and motivation, foregrounding game technologies without critical exploration of contexts and politics of use. This neoliberal approach of valuing what we chose to measure limits our understanding of the wider benefits of digital play in formal education. Here, we present the ‘magic circle of le…
Psychology (6 obras) · Computer Science (4 obras) · Educational Games and Gamification (4 obras) · Mathematics education (3 obras) · Digital Games and Media (2 obras) · Game mechanics (2 obras) · Impact of Technology on Adolescents (2 obras) · Mathematics (2 obras) · Multimedia (2 obras) · Pedagogy (2 obras)