'Computer games can get your brain working': student experience and perceptions of digital games in the classroom

被引:38
作者
Beavis, Catherine [1 ]
Muspratt, Sandy [2 ]
Thompson, Roberta [1 ]
机构
[1] Griffith Univ, Sch Educ & Profess Studies, Nathan, Qld 4222, Australia
[2] Univ Queensland, Sch Educ, St Lucia, Qld 4072, Australia
基金
澳大利亚研究理事会;
关键词
computer and videogames; digital games; game-based learning; digital literacy; pedagogy; student perceptions; EDUCATION;
D O I
10.1080/17439884.2014.904339
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
There is considerable enthusiasm in many quarters for the incorporation of digital games into the classroom, and the capacity of games to engage and challenge players, present complex representations and experiences, foster collaborative learning, and promote deep learning. But while there is increasing research documenting the progress and outcomes of game-based learning, relatively little attention is paid to student perceptions and voice. In order to effectively target game-based learning pedagogy, it is important to understand students' previous experience, if any, of the use of games in the classroom, and what they made of these. In this paper, we present findings from a survey of 270 primary and secondary school students in Year Levels 4-9 (aged 9-14) in 6 Queensland schools at the start of a 3-year Australian Research Council project researching the use of digital games in school to promote literacy and learning.
引用
收藏
页码:21 / 42
页数:22
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