Use of Computer and Video Games in the Classroom
Keywords:
computer games, video games, school, classroom, xbox, pc, gamecubeAbstract
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.Downloads
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"}
Proceedings
Section
Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
allowed, commercial use requires specific permission from the author.