Teachers' Beliefs about the Possibilities and Limitations of Digital Games in Classrooms

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Author(s)
Beavis, C
Rowan, L
Dezuanni, M
Mcgillivray, C
O'Mara, J
Prestridge, S
Stieler-Hunt, C
Thompson, R
Zagami, J
Griffith University Author(s)
Year published
2014
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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 ...
View more >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.
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View more >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.
View less >
Journal Title
E-Learning and Digital Media
Volume
11
Issue
6
Copyright Statement
© 2014 Symposium Journals. The attached file is reproduced here in accordance with the copyright policy of the publisher. Please refer to the journal's website for access to the definitive, published version.
Subject
Curriculum and pedagogy
Curriculum and pedagogy not elsewhere classified
Specialist studies in education
Education systems