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, p...

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Bibliographic Details
Main Author: Burren, Jamie
Other Authors: Sanford, Kathy
Format: Others
Language:English
en
Published: 2019
Subjects:
Online Access:http://hdl.handle.net/1828/11096
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spelling ndltd-uvic.ca-oai-dspace.library.uvic.ca-1828-110962019-08-31T16:49:20Z Video games and the classroom Burren, Jamie Sanford, Kathy Education Curriculum Video Games Pedagogy Language Arts Non-traditional literacies 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 2019-08-30T21:17:15Z 2019-08-30T21:17:15Z 2019 2019-08-30 Thesis http://hdl.handle.net/1828/11096 English en Available to the World Wide Web application/pdf
collection NDLTD
language English
en
format Others
sources NDLTD
topic Education
Curriculum
Video Games
Pedagogy
Language Arts
Non-traditional literacies
spellingShingle Education
Curriculum
Video Games
Pedagogy
Language Arts
Non-traditional literacies
Burren, Jamie
Video games and the classroom
description 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
author2 Sanford, Kathy
author_facet Sanford, Kathy
Burren, Jamie
author Burren, Jamie
author_sort Burren, Jamie
title Video games and the classroom
title_short Video games and the classroom
title_full Video games and the classroom
title_fullStr Video games and the classroom
title_full_unstemmed Video games and the classroom
title_sort video games and the classroom
publishDate 2019
url http://hdl.handle.net/1828/11096
work_keys_str_mv AT burrenjamie videogamesandtheclassroom
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