Use of Computer and Video Games in the Classroom

Authors

  • John Kirriemuir
  • Angela McFarlane

Keywords:

computer games, video games, school, classroom, xbox, pc, gamecube

Abstract

This paper examines the use of “pure” computer and video games in classrooms. It reports the findings of an ongoing informal survey of how and why such games are used as an integrated part of formal classroom learning. The paper presents a number of examples of the use of such games, and tries to determine likely trends in their use in such an environment. Of significance is an examination of the obstacles that teaching staff encounter in attempting to use such software during lesson times, and how some staff have overcome these obstacles.

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Published

2003-01-01

Bibtex

@Conference{digra76, title ="Use of Computer and Video Games in the Classroom", year = "2003", author = "Kirriemuir, John and McFarlane, Angela", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/76}", booktitle = "Proceedings of DiGRA 2003 Conference: Level Up"}