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‘Computer games can get your brain working’: student experience and perceptions of digital games in the classroom
journal contribution
posted on 2015-01-02, 00:00 authored by Catherine BeavisCatherine Beavis, S Muspratt, R ThompsonThere is considerable enthusiasm in many quarters for the incorporation of digital games into the classroom, and the capacity of games to engage and challenge players, present complex representations and experiences, foster collaborative learning, and promote deep learning. But while there is increasing research documenting the progress and outcomes of game-based learning, relatively little attention is paid to student perceptions and voice. In order to effectively target game-based learning pedagogy, it is important to understand students' previous experience, if any, of the use of games in the classroom, and what they made of these. In this paper, we present findings from a survey of 270 primary and secondary school students in Year Levels 4–9 (aged 9–14) in 6 Queensland schools at the start of a 3-year Australian Research Council project researching the use of digital games in school to promote literacy and learning.
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Journal
Learning, Media and TechnologyVolume
40Issue
1Pagination
21 - 42Publisher DOI
ISSN
1743-9884eISSN
1743-9892Publication classification
C1.1 Refereed article in a scholarly journal; C Journal articleCopyright notice
2014, Taylor & FrancisUsage metrics
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