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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 Thompson
There 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.

History

Journal

Learning, Media and Technology

Volume

40

Issue

1

Pagination

21 - 42

ISSN

1743-9884

eISSN

1743-9892

Publication classification

C1.1 Refereed article in a scholarly journal; C Journal article

Copyright notice

2014, Taylor & Francis

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