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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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 |
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Education Curriculum Video Games Pedagogy Language Arts Non-traditional literacies |
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Education Curriculum Video Games Pedagogy Language Arts Non-traditional literacies Burren, Jamie Video games and the classroom |
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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 |
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Sanford, Kathy |
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Sanford, Kathy Burren, Jamie |
author |
Burren, Jamie |
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Burren, Jamie |
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Video games and the classroom |
title_short |
Video games and the classroom |
title_full |
Video games and the classroom |
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Video games and the classroom |
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Video games and the classroom |
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video games and the classroom |
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2019 |
url |
http://hdl.handle.net/1828/11096 |
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AT burrenjamie videogamesandtheclassroom |
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1719242226419105792 |