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Gaming as a Form of Experiential Learning: Career Ready Project—Bloom Virtual Village

Deb Bonfield et al · Humber Polytechnic Press · 2019

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George Brown College students, in collaboration with industry partners Baycrest Health Sciences and Microsoft, worked with experts to imagine, design, create, validate and employ simulated field experience models. Under close supervision of George Brown’s faculty from two academic divisions, students converted the field placement experience in long-term care into a simulation gaming solution. Upon completion of this initial pilot, George Brown College will begin to integrate the game in several programs in our Centre for Community Services and Health Sciences. Students worked collaboratively to develop a unique digital experiential learning opportunity.

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APA 7

al, D. B. E. (2019). Gaming as a Form of Experiential Learning: Career Ready Project—Bloom Virtual Village. https://doi.org/10.69520/jipe.v2i1.73

MLA

al, Deb Bonfield et. "Gaming as a Form of Experiential Learning: Career Ready Project—Bloom Virtual Village." 2019. https://doi.org/10.69520/jipe.v2i1.73.

Chicago

al, Deb Bonfield et. 2019. "Gaming as a Form of Experiential Learning: Career Ready Project—Bloom Virtual Village.". https://doi.org/10.69520/jipe.v2i1.73.

Harvard

al, D. B. E. 2019, Gaming as a Form of Experiential Learning: Career Ready Project—Bloom Virtual Village, Humber Polytechnic Press, available at: https://doi.org/10.69520/jipe.v2i1.73 [Accessed 6 Aug. 2026].

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Title
Gaming as a Form of Experiential Learning: Career Ready Project—Bloom Virtual Village
Author / contributors
Deb Bonfield et al
Publisher
Humber Polytechnic Press
Publication year
2019
ISSN
2561-5904
ISSN
2561-5904
Language
English
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