Gaming and Gender: Video gaming as a catalyst for learning innovation amongst Gen Z women

This post provides some background on the forthcoming CIMR webinar examining to what extent gaming technology can provide a catalyst for adult learning, especially in that hard to reach demographic group termed the “NRS cohort” (DofE 2020) i.e. young adults (GenZ) in insecure employment and often hard-to-reach through formal training and education institutions (NESTA 2020).