Gaming Experience as a Prerequisite for the Adoption of Digital Games in the Classroom?
Keywords:
educational games, game-based learning, media literacy, quantitative studyAbstract
This paper addresses the question of how the gaming experiences of students and their attitudes towards gaming influence Game-based Learning in formal contexts. Based on the subject-scientific learning theory it explores how digital games can further expansive learning. The aim is to combine these issues to explain learning outcomes with digital games. For this purpose the paper presents the results of an empirical study with an Educational Game in a science class.1Downloads
Published
2015-01-01
Bibtex
@Conference{digra714, title ="Gaming Experience as a Prerequisite for the Adoption of Digital Games in the Classroom?", year = "2015", author = "Hoblitz, Anna", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/714}", booktitle = "Proceedings of DiGRA 2015 Conference"}
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Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
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