Ertzberger, J. (2008). An exploration of factors affecting teachers' use of video games as instructional tools
Ertzberger, J. (2008). An exploration of factors affecting teachers' use of video games as instructional tools (Order No. 3311370). Available from Education Database. (304838683). Retrieved from https://unco.idm.oclc.org/login?url=https://search.proquest.com/docview/304838683?accountid=12832
This study discusses implementing video games into a classroom setting, including the possible deterrents, such as cost, lack of relevance to the curriculum, and set up/maintenance time. It describes the innovations made by video games in education and in general, as well as why and how games improve student engagement with the materials being taught.
This study discusses implementing video games into a classroom setting, including the possible deterrents, such as cost, lack of relevance to the curriculum, and set up/maintenance time. It describes the innovations made by video games in education and in general, as well as why and how games improve student engagement with the materials being taught.
This study used surveys and research synthesis to determine the data it utilized in its findings. The study dealt only with video games, not board games, and was confined to video game use by K-12 educators in North Carolina
It discusses why kids find school so unappealing, as well as why video games can make learning more appealing. It also defines and categorizes the two kinds of games used in classroom settings: edutainment, and COTS, or Commercial-Off-The-Shelf games, but does not focus solely on one type of game over another. It directly talks about why games are so appealing, and has the research to back up its claims, as well as what makes them work for engagement and involvement, which will be handy to fully break down and discuss methods of integrating game-based learning into classrooms without being stereotypical edutainment.
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