Is computer gaming the new ICT to be integrated into school curriculum?
Files
File version
Author(s)
Griffith University Author(s)
Primary Supervisor
Other Supervisors
Editor(s)
ACCE
Date
Size
1053424 bytes
File type(s)
application/pdf
Location
Adelaide, Australia
License
Abstract
Just as the integration of ICT into the curriculum took time and faced initial obstacles, so too does the integration of computer games into the curriculum. Emerging from a mixed methods research project focusing on learning and teaching with digital games in Australian classrooms, four distinct approaches to educational games are developed: Game Play as a process, Game Building as a process, Game Play as a context, and Game Building as a context. The SAMR model was applied to consider these as progressive adoptions of computer gaming that achieve increasingly transformative learning processes. Then within the use of games as contexts for learning, a Secondary Worlds model was used to then consider these contexts at Philosophic, Epic and Naﶥ levels. Finally, the TPACK model was extended to include computer games as a GPACKS evaluation model of the appropriate use of computer games for various curriculum content, pedagogical approaches, and student gaming preferences.
Journal Title
Conference Title
26th Australian Computers in Education Conference
Book Title
Edition
Volume
Issue
Thesis Type
Degree Program
School
Publisher link
DOI
Patent number
Funder(s)
Grant identifier(s)
Rights Statement
Rights Statement
© 2014 Australian Council for Computers Education. The attached file is reproduced here in accordance with the copyright policy of the publisher. Please refer to the conference's website for access to the definitive, published version.
Item Access Status
Note
Access the data
Related item(s)
Subject
Educational Technology and Computing