Learning through Video Games: A Case Study of Private Schools of Pakistan

被引:0
作者
Khalid, Tooba [1 ]
Batool, Syeda Hina [1 ]
机构
[1] Univ Punjab, Dept Informat Management, Lahore, Pakistan
来源
2018 INTERNATIONAL CONFERENCE ON INFORMATION MANAGEMENT AND PROCESSING (ICIMP 2018) | 2018年
关键词
video games; learning; information literacy; academic learning; Pakistan; SKILLS;
D O I
暂无
中图分类号
TP301 [理论、方法];
学科分类号
081202 ;
摘要
This study investigated video game based academic and information literacy (IL) learning of teenagers of private schools of Lahore city. Lahore is one of the big city and knowledge hub of Pakistan. Previous literature highlighted the importance of video games in learning academic and IL skills; therefore, the present study aims to reveal this fact in local context. The presented study adopted qualitative research approach and utilized phenomenological research method to achieve its objectives. The data was collected through interviews. The study participants were teenagers (13 to 19 years) of elite economic class private schools who were frequent video game players. Based on the study findings, it can be concluded that playing video games has positive impact on teenagers' learning. The majority of the participants were of view that challenges of completing various stages of games and interacting with online competitors enhanced their social (communication) and information literacy (searching/locating and evaluating) skills. The results of the study are benefitted for the game developers, teachers, librarians and parents.
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页码:135 / 139
页数:5
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