2011
DOI: 10.1007/s11412-011-9132-x
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The multivoicedness of game play: Exploring the unfolding of a student’s learning trajectory in a gaming context at school

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Cited by 62 publications
(30 citation statements)
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“…Furthermore, Watson, Mong, and Harris (2011) illustrated how a lack of guidance could lead teachers with game knowledge to lose valuable information about student learning through games, and to create assessments that do not fully combine the strengths of the game with student curricular activities. Similarly, Silseth (2012) stressed the importance of teachers being able to identify "teachable moments" during game play and learning strategies to unite in-game and out-of-game experiences to support students' personal engagement with the curriculum (Silseth, 2012). Lastly, Eastwood and Sadler (2013) concluded that a game-based learning pedagogical model could provide guidance to novice and veteran teachers in synthesizing their content and pedagogical expertise, and in adapting the use of games according to the needs of their teaching contexts.…”
Section: Game-based Pedagogical Model For Supporting Teachersmentioning
confidence: 99%
“…Furthermore, Watson, Mong, and Harris (2011) illustrated how a lack of guidance could lead teachers with game knowledge to lose valuable information about student learning through games, and to create assessments that do not fully combine the strengths of the game with student curricular activities. Similarly, Silseth (2012) stressed the importance of teachers being able to identify "teachable moments" during game play and learning strategies to unite in-game and out-of-game experiences to support students' personal engagement with the curriculum (Silseth, 2012). Lastly, Eastwood and Sadler (2013) concluded that a game-based learning pedagogical model could provide guidance to novice and veteran teachers in synthesizing their content and pedagogical expertise, and in adapting the use of games according to the needs of their teaching contexts.…”
Section: Game-based Pedagogical Model For Supporting Teachersmentioning
confidence: 99%
“…Virtual environments that provide chat functions and avatar interaction in 3D environments have been studied as a tool for facilitating collaborative learning (e.g., Baydas et al, 2015;Molenaar et al, 2011;Silseth, 2011;Prensky, 2001). With a growing population of technologically competent students, many researchers have claimed that virtual environments have considerable potential for language learning and teaching (e.g., Luccioni et al, 2015;Thorne & Reinhardt, 2008).…”
Section: English Immersed Education and Computer-supported Collaboratmentioning
confidence: 99%
“…Many studies have shown that embedding learning content in computer games is able to make learning more interesting, and hence can improve students' learning motivation (Hung, Hwang, Lee, & Su, 2012;Silseth, 2012;Wu, Hsiao, Wu, Lin, & Huang, 2011). On the other hand, researchers have indicated the importance of adopting proper learning strategies or supportive tools in order to develop effective educational computer games (Hwang, Yang, & Wang, 2013;Shaffer, 2006;.…”
Section: Introductionmentioning
confidence: 99%