Teachers' Beliefs about the Possibilities and Limitations of Digital Games in Classrooms
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Teachers beliefs about what it is (or is not) possible to achieve with digital games in educational contexts will inevitably influence the decisions that they make about how, when, and for what specific purposes they will bring these games into their classrooms. They play a crucial role in both shaping and responding to the complex contextual factors, which influence how games are understood and experienced in educational settings. Throughout this paper we draw upon data collected for a large scale, mixed methods research project focusing on literacy, learning and teaching with digital games in Australian classroom, to focus explicitly on the attitudes, understandings and expectations held about digital games by diverse teachers at the beginning of the project. We seek to identify the beliefs about games that motivated teachers' participation in a digital games research project while focusing, as well, on concerns that teachers express about risks or limitations of such a project. Our aim is to develop a detailed picture of the mindsets that teachers bring to games-based learning environments, and the relevance of these mindsets to broader debates about the relationship between games, learning and school.
E-Learning and Digital Media
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Curriculum and Pedagogy not elsewhere classified