2013
DOI: 10.7227/rie.90.1.3
|View full text |Cite
|
Sign up to set email alerts
|

Attitudes towards and Effects of the Use of Video Games in Classroom Learning with Specific Reference to Literacy Attainment

Abstract: The first part of this study shows that there is increased support for using video games in the classroom from different stakeholders, namely students, teachers and parents. The potential role that video games can play in the classroom learning process needs to be more well defined. There is a dire need for research work under experimental conditions which measures tangibly the effectiveness of videogame use in classroom learning. The experimental study described here seeks to address this need and focuses on … Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
10
0
2

Year Published

2016
2016
2023
2023

Publication Types

Select...
7
1
1

Relationship

0
9

Authors

Journals

citations
Cited by 24 publications
(12 citation statements)
references
References 35 publications
0
10
0
2
Order By: Relevance
“…Dillenbroug and Jermann argued that teachers who 'orchestrate' the classroom and its technologies are constantly facing multi-constraint management problems [17]. Common challenges include lack of time [12,14,18,30,32,33,48,50], connecting games with learning objectives [11,14,18,33,58], identifying teachable moments during gameplay [12,33], and classroom management [14,58]. Such challenges may become more critical for games such as ST Math, that are built to be played more frequently and for the whole academic year, and in alignment with the curriculum.…”
Section: Literature Reviewmentioning
confidence: 99%
See 1 more Smart Citation
“…Dillenbroug and Jermann argued that teachers who 'orchestrate' the classroom and its technologies are constantly facing multi-constraint management problems [17]. Common challenges include lack of time [12,14,18,30,32,33,48,50], connecting games with learning objectives [11,14,18,33,58], identifying teachable moments during gameplay [12,33], and classroom management [14,58]. Such challenges may become more critical for games such as ST Math, that are built to be played more frequently and for the whole academic year, and in alignment with the curriculum.…”
Section: Literature Reviewmentioning
confidence: 99%
“…However, more research is needed on how best to integrate games into real-world classrooms. One recent literature review concluded that the crucial role of teachers has been neglected or marginalized, in both research and in game design [33], with most teacher-focused educational games research focusing on barriers to adoption [12,14,18,30,32,33,50]. Only a few studies have focused on the pedagogical practices around educational games in authentic classrooms (e.g., [18,24,34,57]), especially for curriculum-integrated games [11,18].…”
Section: Introductionmentioning
confidence: 99%
“…Learners were affected positively with the incorporation of video games into the curriculum (Hitosugi, Schmidt, & Hayashi, 2014). Mifsud (2013) applied video games to learning in Malta and students demonstrated considerable improvement in the study of English as a Second Language (ESL) in comparison to those learners who received only traditional instruction. Seventy-nine percent of the 1,163 students (ages 11-16) felt that video games provided them with an opportunity to acquire new skills.…”
Section: Video Games Can Improve Students' Motivationmentioning
confidence: 99%
“…Nonetheless, the benefits to be derived from games are enormous and thus provide them the vitality to employ such techniques in teaching vulnerable children entrusted to their care. Several studies have tabled the suggestion that, almost all young learners have short attention span and are unable to sustain their attention over 20 to 30 minutes without losing focus and getting bored during classroom activities (Auleear Owodally, 2010;Posada et al, 2012;Mifsud et al 2013;Pataki et al, 2014). And that, children are physically active and learn by doing, imagining and creating, therefore, teachers need to search for techniques, methods, activities and processes that will convert the active nature of children into good use during classroom activities.…”
Section: Games and Reading Achievement In Preschool Educationmentioning
confidence: 99%