2014
DOI: 10.5617/nordina.779
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Elevers møte med komplekse utfordringer i digitale spill i naturfag<br/>Students’ dealing with complex issues in video gaming in school science

Abstract: In this design-based study we have examined students’ encounters with a computer game, Energispillet.no, in school. How do students deal with complex issues related to energy and environment in a digital simulation-based video game? How does the meetings between the gaming arena and the school arena unfold? The study was conducted in a vocational class (electricity), two groups with respectively 3 and 4 pupils. We have analyzed spoken and written student texts with selected elements from Halliday’s systemic fu… Show more

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Cited by 1 publication
(1 citation statement)
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“…However, due to a scarcity of research on the use of games in Norwegian education, it is challenging to discern how frequently games are utilised as teaching tools, as well as which types of games are integrated and for which purpose. Knowledge of game usage and the potential effects in Norwegian classrooms has become more prevalent in the recent years through different research projects (Nordby & Knain, 2014;Sigurðardóttir, 2016) and master theses (Andreassen, 2015;Augedal & Singstad, 2001;Furlund, 2014;Skog, 2015;Tisthammer, 2014;Østby, 2016). Yet there are still few studies that seek to explore the use, or lack thereof, of both analogue and digital games in Norwegian education.…”
Section: Introductionmentioning
confidence: 99%
“…However, due to a scarcity of research on the use of games in Norwegian education, it is challenging to discern how frequently games are utilised as teaching tools, as well as which types of games are integrated and for which purpose. Knowledge of game usage and the potential effects in Norwegian classrooms has become more prevalent in the recent years through different research projects (Nordby & Knain, 2014;Sigurðardóttir, 2016) and master theses (Andreassen, 2015;Augedal & Singstad, 2001;Furlund, 2014;Skog, 2015;Tisthammer, 2014;Østby, 2016). Yet there are still few studies that seek to explore the use, or lack thereof, of both analogue and digital games in Norwegian education.…”
Section: Introductionmentioning
confidence: 99%