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Video games and the classroom

This study explores the effects on student learning of the inclusion of video games within a Language Arts secondary school classroom. Video Games are often disparaged by both parents and educators as having a significantly negative impact on students’ learning and productive use of time. However, previous studies surrounding youth and video games have revealed that youth engagement with games is often highly complex, involving deep critical thinking and encouraging social engagement. New research has shown that, for some youth, video games can serve as a catalyst for further intrinsically motivated learning. In spite of this research, video games remain on the fringes of formal education. This study focuses on a month long unit where video games were used as a primary text within a grade 10 language arts class. The study makes use of an action research processes and is reported using case study approach. Using class observations, notes, and a series of group interviews with participants, four major themes emerged, namely: community, relevance, student engagement, and student success. / Graduate

Identiferoai:union.ndltd.org:uvic.ca/oai:dspace.library.uvic.ca:1828/11096
Date30 August 2019
CreatorsBurren, Jamie
ContributorsSanford, Kathy
Source SetsUniversity of Victoria
LanguageEnglish, English
Detected LanguageEnglish
TypeThesis
Formatapplication/pdf
RightsAvailable to the World Wide Web

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