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  • Critical Perspectives, Enabling Classrooms and Digital Games: Challenges for Teachers and Researchers Working with Games-based Learning

    Author(s)
    Beavis, Catherine
    Griffith University Author(s)
    Beavis, Catherine A.
    Year published
    2012
    Metadata
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    Abstract
    There is significant interest in the potential of digital games for Twenty first century pedagogy and curriculum in schools. However, developing an informed and granular understanding of the challenges facing 'everyday' teachers in introducing work with digital games in a range of schools, across diverse subject areas, age groups and system requirements, is not straightforward. This paper reports on the initial stages of a three-year research project investigating the introduction and use of games in a variety of contexts, and discusses some of the challenges entailed in introducing teacher participants to working ...
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    There is significant interest in the potential of digital games for Twenty first century pedagogy and curriculum in schools. However, developing an informed and granular understanding of the challenges facing 'everyday' teachers in introducing work with digital games in a range of schools, across diverse subject areas, age groups and system requirements, is not straightforward. This paper reports on the initial stages of a three-year research project investigating the introduction and use of games in a variety of contexts, and discusses some of the challenges entailed in introducing teacher participants to working with games in critical and productive ways.
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    Conference Title
    Workshop Proceedings of the 20th International Conference on Computers in Education ICCE 2012
    Publisher URI
    http://www.lsl.nie.edu.sg/icce2012/
    Subject
    Curriculum and Pedagogy not elsewhere classified
    Publication URI
    http://hdl.handle.net/10072/49619
    Collection
    • Conference outputs

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