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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...


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 in...

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 issue...


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-...

Participatory game design as education for sustainability: Lessons from a Japanese university campus
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...

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 there...


Maths games are fun and engaging, but what messages do these games send to the students in our classrooms? During mathematics lessons children learn more than just mathematics content; they also come...

Positive Behaviour for Learning (PB4L) is a flexible framework that can be localised to ensure it is a culturally responsive approach to protect and promote student wellbeing and positive behaviour....
