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Critical perspectives, enabling classrooms and digital games: challenges for teachers and researchers working with games-based learning
There is significant interest in the potential of digital games for Twenty first century pedagogy and curriculum in schools. However, developing an informed and granular understanding of the challenges facing 'everyday' teachers in introducing work with digital games in a range of schools, across diverse subject areas, age groups and system requirements, is not straightforward. This paper reports on the initial stages of a three-year research project investigating the introduction and use of games in a variety of contexts, and discusses some of the challenges entailed in introducing teacher participants to working with games in critical and productive ways.
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Event
Computers in Education. International Conference (20th : 2012 : Singapore)Pagination
572 - 579Publisher
National Institute of Education, Nanyang Technological UniversityLocation
SingaporePlace of publication
SingaporeStart date
2012-11-26End date
2012-11-30ISBN-13
9789810746490Language
engPublication classification
E1.1 Full written paper - refereedCopyright notice
2012, Asia-Pacific Society for Computers in EducationEditor/Contributor(s)
G BiswasTitle of proceedings
ICCE 2012 : Proceedings of the 20th International Conference on Computers in EducationUsage metrics
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